Currently I'm using the following shader in a ColorRect that's over top of my Sprite to blur said Sprite:
shader_type canvas_item;
uniform float blur_amount = 2.0;
void fragment()
{
COLOR = textureLod(SCREEN_TEXTURE, SCREEN_UV, blur_amount);
}
I'd prefer to simply use a shader attached to the Sprite itself to blur it. I tried using a modified version of the previous code;
shader_type canvas_item;
uniform float blur_amount = 2.0;
void fragment()
{
COLOR = textureLod(TEXTURE, UV, blur_amount);
}
but nothing changes. Obviously I'm misunderstanding something here, if someone could fill me in I'd appreciate it.