need material help; inner glow/ edge gradiant

You can achieve this effect with some custom gaussian blur and custom depth.

But if they overlapp they will be treated as one object. You can go around it with stencils but, well, might get heavy.


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 = 13;
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*c, -1*c, 0, 1*c, 2*c };

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 = clamp((SceneTextureLookup(uvShifted, TexIndex, false))/DrawDistance, 0, 1);
    res += tex * weight;
  }
}

return float4(res, 1);

4.19