In the t function, it is texture2D(textureSampler, p, m) and not texture2D(textureSampler, p/m).
Also, you should set a sampler which is using trilinear mapping, as the post process is relying on sampling the mipmaps (that’s the 3rd parameter of texture2D, which is really a textureLod in this case):
Yes, I have used the Glow and Bloom extensively. But I’m trying to get a more UE5 feel type of bloom/glow.
Going for those those sort of soft blurs, bleeding highlights, with no burnt whites.
Something like these: Example 1 Example 2 Example 3
What would you recommend to achieve that?
In your testings, have you used hdr setting? For eg, for the DefaultRenderingPipeline, it means to pass true as the 2nd parameter. It can make a huge difference.
However, it still won’t work because the effect is not a post-process, it is a shader material that must be applied to meshes. You will also need to set a value for projectionMatrix, modelViewMatrix and tDiffuse.