To do this you can just use a screenpos node as UV's I have an example of that in this shader: (top right of image) http://www.flickr.com/photos/sprunghunt/5177430382/
.. full explanation coming later tonight. Rasmus: Thanks man! you totally inspired me to make another approach at this. My earlier example is using a realtime cubemap, again, explaining later tonight. Here's the new version and its shader network. Can definitely use refinement, but I'm outa time right now.
Haha, damn you Vailias, I was just about to post my findings :) I'll do it anyway, but what you have looks very promising - awaiting details. What I did was to use the SceneTex as texture lookup with Virtuosics example, but I couldn't get it to map to screenspace due to my usual very limited math muscles (do fill me in!),…
I've spent a few hours hammering through the UDK material docs now, and I'm still no closer to an actual solution to this. What I want, is a translucent material which renders everything behind it blurred (as if you had put a blur filter on it in photoshop, for example). Basically, I want to make this: And I cannot work…