Hi Olmi,
I didn’t realized you could access the opaque texture directly, which you can with a reference to _CameraOpaqueTexture (see screenshot below). Using that texture I was able to do the blur in HLSL so thanks a bunch!
Just out of curiosity, shouldn’t the call to SHADERGRAPH_SAMPLE_SCENE_COLOR() have worked though? May be I need to add some #define the HLSL script to be able to use it or something like that?
