Gaussian blur post processing material

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. :slight_smile:

->

regards