My game is a top-down view of a circular environment with a center pillar...Basically, imagine a gladiator pit in the shape of a donut.
Using Z-elevation on multiple instances of the inner- and outer-ring wall objects, I've created a pseudo-3D arena effect. Works almost perfectly!
But to really drive effect home, I want to implement the blur effect that happens when objects in the distances or up close - whatever is not in the focus view (like how movies do for people in the distance or up close) - are blurred. The focus is primarily on the ground level. So that would mean that the closer you get to the camera (assuming it's waaaay up there above the arena) the more the top of the walls and pillar becomes blurred.
I tried using gradual intensity settings for each layer of the center pillar but the results weren't quite what I intended.
I was hoping for some suggestions on the settings I could use.
Thank you, kindly.