Start fixing up dof https://files.facepunch.com/sam/1b2211b1/ombChoX97P.png
Iterate DoF
Smooth fade DoF from composite shader
Iterate dof, needs cleanup, almost perfect
Wave intrinsics to do early out for far dof
DoF2 Downsample with bias based on depth, cleanup
https://files.facepunch.com/sam/1b0211b1/sbox-dev_rXaN2wxsmC.mp4
Front blur, tweaks
Final tweaks, add depth gap for adding an area where u might want more focus
https://files.facepunch.com/sam/1b0211b1/sbox-dev_VBIoPeaBWP.mp4
Depth Resolve writes to both channels correctly
Final cleanups for dof2
Fill up _renderTarget on Graphics Scope so that we can fetch the immediate color/depth textures also without a copy
Fetch depth and color directly for DoF so that we can do pixel perfect fetches, start making near dof not shit
Iterate, higher quality downsampling
Disable front blurs for now
Add internal Graphics.NativeLayerRenderTarget, This should be set on start of scope, left here for advanced usage.
Final adjustments to dof
Fix CoC pass on any quality level, increase blur size to 200
https://files.facepunch.com/sam/1b2511b1/Recording%202024-10-25%20143224.mp4
Remove unused GrabOutputColorDepth
Adjust focal length with sensor size
https://files.facepunch.com/sam/1b2511b1/Recording%202024-10-25%20144814.mp4
Focus Gap in world units and outside the shader
Tex2DBicubic uses generic hlsl, make DoF compositing use bicubic filtering, makes it look nice even at lowest quality
https://files.facepunch.com/sam/1b2811b1/jXqgNeXnCK.png
Explicit quality level for DoF
Final adjustments to DoF
Hide quality level until O(n^3) downsample issue is solved on shader
Front DoF wip, still keep it hidden until it looks good
Mark that these things are in world units