float2 Center = {0.5, 0.5};
float BlurStrength = 0.15;
float2 Delta = (Center - UV)*BlurStrength;
int Steps = 10;
float4 result = float4(0, 0, 0, 0);
for( int i =0; i < Steps; i++ )
{
float2 UVOffsets = float(i)/float(Steps-1)* Delta + UV;
result += SceneTextureLookup(UVOffsets, 14, false);
}
result /= Steps;
return result;
粗糙版本,待后续优化