Most guides pre-5.0 fake shader blur with a dithering-like effect, which works for the most part but breaks with advanced procedural shaders (anything that requires sampling actual blurred colour values)
This guide fixes the issue by using Repeat Zones to randomise the dither and sample more than once.
00:00 Intro
00:40 UV Dithering setup
03:09 Method 1 Demo
04:00 Problems with UV Dithering
06:00 Fixing with Repeat samples
08:06 Completed Nodes
10:15 Example