FREE custom nodes non kernel blurs

hi everyone, after 2 month learning unreal engine, it s time to share a bit to a community that teach me a lot.
so here are a few HLSL blurs code for the material editor’s custom node.

those are non kernel non ponderated blurs for now.
you can find them here : http://expose-pictures.fr/unrealengine/blurs.zip

here is hot to setup them :

and a sample render of the box blur :

what you have to know :

  • i’m no hlsl pro coder :slight_smile:
    -there are of 2 types alpha and non alpha.
    the non alpha will blur the whole frame, and the alpha only where alpha > 0(the samples are reduced to 1 where alpha = 0 getting the computation lower on the non blurred parts)
  • the box blur is a bit slow to render has it takes a lot of samples (2*samples²+1). so it my not be used during gameplay tasks.
    -the sample amount is limited to 12 to avoid driver crashes as some blurs use lots of samples.
    -the clamp aim at reducing the artifacts generated by the borders as the scene texture UV are non 0-1 range (for the screen ). i did this cause calculating the UV requires a lot of calculations, but if you have an other idea to fix it just tell me.

Things to add :
in the future , i will add a ponderation (probably sin based) of the samples to achieve a gaussian-like look.
if you have any idea of what i can add, feel free to ask ! and thanks for all you have shared for us !

Hello,
I have been in ue4 for about two weeks.
So I have a lot of questions and I write this reply.
Oh, even if my English is poor, please understand.
I use c ++ only and I want to make a blur effect.
How did you make use of blueprints and C ++?
Can I make it using only C ++ without blueprints?
And how should the contents of the txt file in blurs.zip be applied?
It is not easy to read and understand the document in a short time.
I want to get your help.
thank you :slight_smile:

太棒了。简直太有用了。非常感谢