Now that Epic has implemented a Gaussian blur shader for the Background Blur UMG widget, is there an easy way to utilize that shader as a material node?
I found the function GaussianBlurMain
in SlatePostProcessPixelShader.usf. Is it possible #include
this file in a Custom Expression material node? I tried but it caused a nasty looking cyclic include error.
The GaussianBlurMain
function also seems to rely on a few parameters which are pre-calculated in some slate code (WeightAndOffsets, SampleCount).
Any ideas?