Radial Blur PostProcess Material

I used it on 4.18 and worked well. I only had to change ViewSize to View.ViewSizeAndInvSize.xy on line 1.
Here is complete list of ViewUniformShaderParameters parameters: https://docs.unrealengine.com/latest…ers/index.html

Complete code after change, remember to add ScreenUV, Tex and BlurDist inputs:



float2 ScreenMult = View.BufferSizeAndInvSize.xy / View.ViewSizeAndInvSize.xy;
int TexIndex = 14;
float samples[10] = {-0.08,-0.05,-0.03,-0.02,-0.01,0.01,0.02,0.03,0.05,0.08};
float2 dir = ScreenMult * float2(0.5,0.5) - ScreenUV;
float4 sum = SceneTextureLookup(ScreenUV, TexIndex, false);
float2 pos = float2(0.0,0.0);

for(int i = 0; i<10; i++)
{
    pos = ScreenUV + dir * samples* * BlurDist;
    max(min(pos, ScreenMult * float2(1.0, 1.0)), float2(0.0,0.0));
    sum += SceneTextureLookup(pos, TexIndex, false);
}

sum *= 1.0/11.0;
return sum;