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.
asked May 11 '18 at 10:58 AM in Rendering
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