You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
WebGPU support. There is compilation issue with one shader currently due to glslang adding no longer supported keyword to the WGSL shader. The solution is to write a version of the shader directly in WGSL.
update CameraFrame script to expose this functionality to the Editor
physically based bloom, where instead of distance and range parameters, the bloom is controlled by camera parameters: aperture, fov)
blur red channel of CoC texture to allow near blur objects to have soft edges
Performance / quality:
make the near blur optional, for experiences where only the background needs to be blurred
when only a small amount of blur is used (less than about 3), it's more obvious the half res scene texture is used as a blur source. We could use high res at that point at a higher cost.
use compute shaders as described in links from the PR to generate tile min/max CoC textures and dispatch more appropriate (cheaper) blur shaders for individual tiles.
when TAA is used at the same time, the blurred background flickers due to TAA jitter. We could try to influence TAA's strength based on CoC texture - limit TAA in the more blurry regions. Can be slight perf win as well.
The text was updated successfully, but these errors were encountered:
Possible improvements for DOF implementation here
Features:
Performance / quality:
The text was updated successfully, but these errors were encountered: