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Implement DepthOfFieldEffect

Open vanruesc opened this issue 1 year ago • 2 comments

Description

Implement a DepthOfFieldEffect based on the implementation in v6.

References:

  • https://www.adriancourreges.com/blog/2018/12/02/ue4-optimized-post-effects/

Tasks

  • [ ] Create CoC shader.
  • [ ] Create blur shader.
  • [ ] Create DepthOfFieldEffect.
  • [ ] Create depth-of-field demo.
  • [ ] Add unit test.

Implementation Details

  • Check the linked article for potential improvements.
  • Should be done after PoissonBlurMaterial has been implemented.
  • The CoC should be calculated based on fragment distance instead of depth.
  • Add support for logarithmic depth.
  • Consider adding options for fringe/chromatic aberration and luminance gain.

vanruesc avatar Feb 11 '24 23:02 vanruesc

what's the difference this and the v6 implementation?

clicktodev avatar Apr 30 '25 09:04 clicktodev

Support for log depth and inversed depth, better configuration options and more natural circle of confusion based on distance instead of linear depth. There may also be some other aspects that can be improved based on the linked article.

vanruesc avatar May 01 '25 16:05 vanruesc