Here is mu setup for blurred glass material but it does not work so far. Could you check if I am missing something?
Custom Material Expression:
float3 CurColor;
float2 BaseUV = MaterialFloat2(ScreenAlignedPosition(Parameters.ScreenPosition).xy);
float2 NewUV = BaseUV;
float StepSize = Distance / (int) DistanceSteps;
float CurDistance;
float2 CurOffset;
float TwoPi = 6.283185;
float Substep;
float2 ScenePixels=View.RenderTargetSize*BaseUV;
ScenePixels+=View.TemporalAAParams.r;
float2 RandomSamp = ((uint)(ScenePixels.x) + 2 * (uint)(ScenePixels.y)) % 5;
RandomSamp+=TempAARandom+Texture2DSample(Tex,TexSampler,ScenePixels);
RandomSamp/=6;
RandomSamp-=0.5;
RandomSamp*=TempAARandom;
int i;
if (DistanceSteps<1)
{
return DecodeSceneColorForMaterialNode(NewUV);
}
else
{
while ( i < (int) DistanceSteps)
{
CurDistance += StepSize;
for (int j = 0; j < (int) RadialSteps; j++)
{
Substep++;
CurOffset.x = cos(TwoPi*((RandomSamp+Substep) / RadialSteps));
CurOffset.y = (TwoPi*((RandomSamp+Substep) / RadialSteps));
CurOffset *=DistanceMask;
NewUV.x = BaseUV.x + (CurOffset.x * (CurDistance));
NewUV.y = BaseUV.y + (CurOffset.y * (CurDistance));
CurColor += DecodeSceneColorForMaterialNode(NewUV);
}
Substep+=0.618;
i++;
}
CurColor = CurColor / ((int)DistanceSteps*(int)RadialSteps);
return CurColor;
}