Blast. As a VR developer, 3d widgets are critical, and this would be very useful. Please reconsider this, or perhaps, as another way around it, a proper implementation of gaussian blur in a texture/material workflow rather than using PostProcess materials?
This gaussian blur looks and performs waaay better than the PostProcess volume tricks I’ve been using. Can you post the math somewhere so I can try to hack a texture to do the same thing?