Hi there!
I am trying to make a simple “grow” function that uses a 0,1 mask and grows the 1 texture. I try doing it with a blur and want to clamp the resulting texture to 0,1 so the blurred area becomes 1 too.
I use the “SpiralBlur Texture” node for it. Unfortunately as you can see below, the Blur results in a blurred part on the other side of the texture (right side). This is kinda game breaking though. What can be done to fix that?
Thanks and cheers
Got it!
I’ll share my solution here!
As the SpiralBlur is only a material function, it can be double clicked and opened in editor. ‘Browse’ to see it in the explorer, duplicate it to a personal folder and rename it to _custom something…
Then in the Custom HLSL node, cover the line that adds the blur to the color in an if like so:
if(NewUV.x >= 0 && NewUV.x <= 1 && NewUV.y >= 0 && NewUV.y <= 1)
{
CurColor += Texture2DSample(Tex,TexSampler,NewUV)*distpow;
}
That way, the functionality stays the same except that it doesn’t add colors sampled from wrapped UVs (<0 | >1), effectively clamping the UVs and avoiding bleeding at the texture borders.
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