Quote:
Originally Posted by adam
I'm wondering if I were to set some far off DOF, like 3000-4000 units out, if that'd help. No idea, though.
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It doesn't blur the foreground anymore, just gives it sort of a surreal effect, like a pocket of clarity is just out of reach. It didn't seem to affect fps anymore than normal dof 1 way or the other when I turned it on, but then again I was in a relatively low demand set.
I tried to see if I could cheat the edge effect by masking out the corners when the camera is within 'x' units of the obj so it would blur out the interior texture over the then masked geo as a work around, though it didn't work too. While it did blur it it didn't look right at all.
Though if someone wants to try to make it work, basically it was just making the shader "masked" and creating a mask sheet for the edges of the geo in the texture sheet and setting it up with an if statement to power the opacity to mask in a gradient effect.
I couldn't get the shader to register the camera distance as intended though. I suspect its because I just don't know/understand enough about it
I also tried a fresnel effect bloomed out, but that was...undesirable as well.
edit: of course the simplest effect could be to just create a lod that has quads coming off the edges with a faded texture painted out that dissapears once your say 128 u away from the object to the "real" 1st lod.