That is quite a big workaround to get that working! You do all that stuff to get the character in front not affecting the blur of the window but what about other objects that are in front of it, like a wall?
That is a interesting approach which SceneCapture to seperate it but for my painting game I like to have the blur in my post material and defined there, not for a specified object.
Here is a gif of my game, I mainly use the final render DOF blur for blurring the paint near the edges on the side:
The painting mask is basically done by using the translucent pass as a mask, which is quite the hack that then doesn’t allow me to use any other translucency in the game. Custom masks would here be much better too. The problem with your usage of masks is that you basically use up all the possible masks you can have just for your windows. So you can’t have anymore masking in your game for instance for outlines and decal mask is meant for masking decals which you can’t do anymore now.
With animated screen masking I just mean fading a blur in and making it more blurred on the edges of the screen and the like.