Per-object motion blur in Unity. The purple ball doesn't use it, and the green one does. The technique works independent of the shader used, as long as there is no geometry deformation involved.
Geometry stretching based on pseudocode from D3DBook: wiki.gamedev.net/index.php/D3DBook:Motion_Blur
I did my own line interval convolution, though, simpler than D3DBook's because it is done with a full-resolution buffer. I might try and implement something more like Shimizu's approach to see if quality improves.
Requires SM 2.0, and memory for two full-screen buffers. I have yet to implement alpha blending, so the blur will bleed at the moment. I don't know of a silver bullet for that problem, though. I think it's even worse than per-fragment depth sorting, because there's the temporal element as well.
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