Hi there.
got it running on 4.21. According to Kory’s post, i changed the shader a little to this:
float3 res = 0;
//new - get invSize from here
float2 invSize = View.ViewSizeAndInvSize.zw;
//new - we need to fix uv coordinates like this (still seems to be a bug in 4.21)
uv = ViewportUVToSceneTextureUV(uv,14);
int TexIndex = 14;
float weights] =
{
0.01, 0.02, 0.04, 0.02, 0.01,
0.02, 0.04, 0.08, 0.04, 0.02,
0.04, 0.08, 0.16, 0.08, 0.04,
0.02, 0.04, 0.08, 0.04, 0.02,
0.01, 0.02, 0.04, 0.02, 0.01
};
float offsets] = { -2, -1, 0, 1, 2 };
uv *= 0.5;
for (int i = 0; i < 5; ++i)
{
float v = uv.y + offsets* * invSize.y;
int temp = i * 5;
for (int j = 0; j < 5; ++j)
{
float u = uv.x + offsets[j] * invSize.x;
float2 uvShifted = uv + float2(u, v);
float weight = weights[temp + j];
float3 tex = SceneTextureLookup(uvShifted, TexIndex, false);
res += tex * weight;
}
}
return float4(res, 1);
Paste this into custom node and add two inputs: “uv” and “SceneTexture” and set output type to “CMOT Float 4”. That’s it.
->
regards