Is this "the right way" to make a box blur material?

Hello all,

I’ve been messing around with postprocessing materials to create a very simple and portable blur filter, and this is what I came up with:

This works as intended, but I was wondering if this way of making a filter such as this follows the “spirit” of postprocessing materials. I ask because maybe I’m missing some other nodes or functions that may simplify the diagram, or maybe inadvertently I’m incurring into some bad practices here (for instance, there are ten total “PostProcessInput0” nodes, and that makes me a little bit uneasy).

Thanks!

EDIT: By the way, the 8 red nodes in the second image are the ones from the first image.

Hi elaldogs -

What you have is a fine and expected Post Process Material setup. Those 10 SceneTexture nodes are similar to using the same texture sample 10 times, you only occur the sample memory one time.

Looks good -

Eric Ketchum

Is there a better way to do this ?