URP Sprite Gaussian Blur Customer SubShaderGraph

Question about performance issue

This blur shader works like a charm and fit my environment by using shader graph. But I would like to know if it can enhance the performance in applying in mobile while keeping the same blurry effect?

I’m testing the effect on iPhone 13 mini, and apply this blur shader with camera feed. It will become laggy when the blur amount is larger then 10.

I have tried other simpler shader like this and this. Both of them is manipulating the UV offset -1 and +1 in x and y axis. It has a better performance in mobile, but the blurry effect is not that ideal when blur amount increases.

Therefore, is there any enhancement this shader could be done, or other blur shader suggested?

Thank you so much.

I ve never commented on anything here before but THANK YOU BRO ur awesome