#Custom stylized DoF for 2.5D pixel art
1 messages · Page 1 of 1 (latest)
Ok i'm gonna do my brainstorming here, hopefully someone can chime in
Custom stylized DoF for 2.5D pixel art
This is the latest progress
This is 1 of the passes, CellReduce
This is all the passes in order
Yes it's gotten this far from AI, and now for the last bug fixing i gotta do my own brainstorming
So this thing has near/far strength parameter to control the blur for near/far separately
When it's off, it's no blur. WHen it's on until full, it's pixelated like this
Basically a screen space pixelated
Each cell finds the brightest pixel and apply that color to that whole cell
This is the inspiration pretty much
Altho this one has mixels, so this is not 100% accurate either
So after questioning the AI a few times, it finally came up with this approach for the passes:
- CoC circle of confusion. ALtho i dont understand CoC fully but this pass pretty much outputs to SFloat tex where -1 is near, 0 is focus, +1 is far
- CellReduce. RGBA SFloat. RGB is color, A is the CoC, and all are reduced/quantized to cells
- Near. Processes the blurring from Reduced tex as source, only for near objects,
- Far. Processes the blurring from Reduced tex as source, only for far objects
- Composite. Puts them together. Far, then Focused (source), then Near at last
This all should work fine, except that the issue is for some reason, the near pass does not render results that's outside of the < 0 in CoC range. This is a close up look. The red ball's outward exterior blur is only expanding outwards if it's in front of that bigger stripey green blue circle (that is also in the near space). But the exterior blur should also be expanding all around the red ball, even the part where the background is the far objects. For some reason, it's not, bcoz the CoC info (already reduced to cells) is like that for some reason
Well, that reason is like that bcoz the CoC is only 1 channel. It can't represent both far, focus, and near when they may have overlapping parts once the blur exterior is considered
So this could be fixed by correcting the code somehow. But before that i'm wondering if the layout of the whole passes is even correct
So what’s being used in vfx for adding a dof effect as compositing process is a min filter. So basically for half transparent pixel only the object closer to camera is being taken into evaluation
That fixes artifacts around the border of an object that is in front of another one which is very far away
Omg u scared me hi
Yea from the pics, there are a lot of wrongs. But trust me there were times when it's looking better
I'm just focusing on fixing this 1 issue at a time, and it seems the order of operation also needs to be reworked a bit
The shader in the OP is outdated n not used anymore
So these are the controls now
Blur radius is... how much the blur spreads, in pixels (i guess?)
Pixel Step is the cell size
Updated
So i feel like... instead of CellReduce in #2, maybe it should be in #4 or #5 instead?
A bit more final polish, then optimize where needed, then it's fully done