So Ombre development enters its third year this month, so let's start a new thread to track the progress !
I spent the past few days reworking my Depth of Field, which started off the GPU Zen method and then evolved a bit.
So Ombre development enters its third year this month, so let's start a new thread to track the progress !
I spent the past few days reworking my Depth of Field, which started off the GPU Zen method and then evolved a bit.
I made an in-editor tweak to change the resolution, this way I could try out different bokeh sizes and sample count.
That made it easier to figure out how to make the bokeh stable across different resolutions. (My bloom isn't it however, so I will have to look into it.)
@froyok The refraction function takes a ratio of IOR with source IOR over destination IOR. So for air to something that has IOR 1.5 it would be 1/1.5.
What you are seeing in your examples is the Snell's window (typically seen underwater).