Blur in Post Process Material

Hello, I’m making progress on my water system and now I’m in need of some advice for adding blur underwater. My underwater effects are all in a post process material because I’m using it to blend between above and below water to get a defined line on screen when partially in the water. I have tried using a spiral blur, but it makes everything white. I have also found some code for a custom gaussian blur node that takes the scene texture, but there is no input for the strength of the blur. I am not at all versed in hlsl or how to implement it in Unreal, so any help would be appreciated.

I basically need to have a blur node that takes SceneTexture:PostProcessInput0 and blurs it with the ability to control it’s strength.

Hi Gampersnaz,

Could you provide me an image of the setup you currently have for your material?

Here are the images of my post process material. I broke it up into various shots so you can see whats going on. I would like to add a blur under water as well as a strong blur for the water line itself. The line is currently just a black bar that sort of covers the clipping of the water plane. It would look much better with some blurring or distortion.

Can you give me an example of what you want the end result to look like? Also have you tried enabling and adjusting Depth of Field in your post process volume?

using the DOF in the post process volume is out of the question, because that would apply to both under water and above water. This material is what separates the above/below water, and thus my under water effects need to be done in it. I need a node that I can feed in scene texture:postprocess input:0, blur it, and use it to lerp into my under water effects, as well as my water line to hide the sharpness of the near clip plane

This is an example of what my post process material does: https://c.stocksy.com/a/kNL300/z0/797180.jpg