since all searches seem to lead to this thread and it didnt have a solution yet…there you go:
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] = { -4, -2, 0, 4, 2 };
if(Mask <= 0.01) return SceneTextureLookup(uv, TexIndex, false);
uv *= 0.5;
for (int i = 0; i < 5; ++i)
{
float v = uv.y + offsets* * invSize.y * Mask * BlurStrength;
int temp = i * 5;
for (int j = 0; j < 5; ++j)
{
float u = uv.x + offsets[j] * invSize.x * Mask * BlurStrength;
float2 uvShifted = uv + float2(u, v);
float weight = weights[temp + j];
float3 tex = SceneTextureLookup(uvShifted, TexIndex, false);
res += tex * weight;
}
}
return float4(res, 1);
add two more inputs:
**Mask **- a 0-1 value that can mask pixels from the blur (i needed to only blur pixels close the the camera, hence the scenedepth node; play around with the 0.005 multiplier to modify the distance; its kinda a cheap depth of field effect…)
**BlurStrength **- guess what dont overdo it though, its not increasing the sample count, only the ‘offset’ of the blurred pixel
have fun!