error effect when use SpiralBlur-SceneTexture
Hello guys. I use SpiralBlur-SceneTexture function and wish to make material that simulates frosted glass.
The below graphic is the final effect
I guess the blur effect of that function is based upon screen space. The more the blur intensity is, the error that close to the screen edge is more obvious(as shown in below graphics).
If the opposite side is semitransparent object, there is no blur effect.
Is there any better way to show such material effect?
asked Sep 14 '18 at 03:28 AM in Using UE4
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