OptionalstrengthOptionalmaxClamp per-pixel blur length (pixels). Keeps cuts/teleports from streaking the frame.
OptionalsamplesSample taps along the velocity vector. More = smoother + slower.
OptionaluseWhen true, an extra VelocityPass re-rasterizes the frame's mesh
and skinned-mesh draws into an rg16float velocity buffer using both the
current and previous frame's view-projection + model/joint matrices. The
motion blur shader reads that buffer to deliver per-object motion blur
(objects moving while the camera is still). Pixels not covered by the
velocity pass — voxel chunks, particles, anything skipped — fall back to
the cheap camera-only depth reprojection inside the shader.
Trade-off: an extra geometry pass per frame. Disabled by default to preserve the camera-only fast path.
OptionalskinnedPer-frame callback returning the active skinned draw items, mirroring
SkinnedGeometryFeature's drawItems option. Only consumed when
useVelocityBuffer is true; otherwise omit. Skinned items without
a previousJointMatrices field contribute model-matrix velocity only
(per-bone skin deformation goes unblurred).
Velocity multiplier (1 = real shutter; 0–2 typical).