How would one go about making a shader in UDK that blurs a reflection? I cant find any info on blurring a cube map in the engine unless maybe in the dx11 version. I want to do it in dx9. Would I have to manually make 4 different cube maps myself or can I use a custom shader node to write the hlsl myself? I've tried the…
You say you have a cubemap working in a custom node can you post and example of that working? I cant seem to get even a simple cube map to work in the custom node. I've tried the custom texture node in conjunction with defining the cubemap in it using texCube(s,t) and I've tried to just return a texCube node directly using…
Not sure if the custom node is built to take the cubemap type as an in. Really it depends on how you're planning to do the blur, and what level of fidelity you need. I've tackled this problem a couple times, and the way it seems to work best is with the cube map version of a box blur. It IS a bit expensive. 64 instructions…