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So Blurred glass material is impossible in Unreal Engine 4?

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    I haven't had a chance to read this thread super closely, so what I've done may be entirely redundant, but I've managed to get what I believe are very compelling results (including refraction) by making use of a modified version of the spiral blur node and a little bit of math. If this is of interest to anyone, let me know and I can also post an explanation and the code + material graph, although it needs a bit of cleanup first.

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      Very nice!

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        I've also made a version designed for performance and added it to the Advanced Glass Shader if anyone feels like taking the easy route: https://forums.unrealengine.com/unre...d-glass-shader

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          hello RyanB
          I follow your code,but it reminds me that [SM5] /Engine/Generated/Material.ush(1284,20-40): error X3004: undeclared identifier 'View_RenderTargetSize'.
          Can you answer for me,thank you very much.

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