January 27, 2021, 18:05 (GMT) |
EEVEE: Depth Of Field: Gather: Fix polygonal dof radius being too big The polygonal bokeh was outputing normalized UV but not the normal one. |
January 27, 2021, 17:56 (GMT) |
EEVEE: Depth Of Field: Lower minimal CoC radius for scattering Makes possible to have sharper bright spots. |
January 27, 2021, 17:49 (GMT) |
EEVEE: Depth Of Field: Cleanup: Share more define |
January 27, 2021, 17:49 (GMT) |
EEVEE: Depth Of Field: Cleanup: Add resolve pass description |
January 27, 2021, 17:31 (GMT) |
EEVEE: Depth Of Field: Tests: update shader tests |
January 27, 2021, 17:30 (GMT) |
EEVEE: Depth Of Field: Cleanup: Share defines between C and GLSL |
January 27, 2021, 16:11 (GMT) |
EEVEE: Depth Of Field: Fix fast gather tiles bleeding color Seems like the dilation is too small for fast gathering to not bleed. Introduce an arbitrary factor to fix this issue. |
January 27, 2021, 16:09 (GMT) |
EEVEE: Depth Of Field: Add high quality slight defocus option This option is needed to avoid bumping the scene samples really high to mitigate the noise and flickering introduced by slight defocus areas. |
January 27, 2021, 15:32 (GMT) |
EEVEE: Depth Of Field: Cleanup: Change precision of dof parameter |
January 27, 2021, 15:23 (GMT) |
EEVEE: Depth Of Field: Fix jump in appearance when using bokeh texture This was caused by a missing factor of 2. Also fix issues with scatter bokeh size. Remove fast_sqrt because it does not give the correct bokeh size and cause noticeable jump between ratio = 1 and ratio > 1. |
January 27, 2021, 15:05 (GMT) |
EEVEE: Depth Of Field: Fix apparent tiles on foreground limits |
January 27, 2021, 14:46 (GMT) |
EEVEE: Depth Of Field: Add denoising pass to stabilize bokeh highlights Alike in the reference implementation, we stabilize the convolution input. However, instead of a fullblown TAA pass, we just do neighborhood clamping to avoid very bright pixels. We filter only spatially and not temporaly. |
January 27, 2021, 13:27 (GMT) |
EEVEE: Depth Of Field: Resolve: Fix slight focus gather radius too big This improves performance a bit. |
January 27, 2021, 13:17 (GMT) |
EEVEE: Depth Of Field: Scatter Add UI options The neighbor max tooltip could be less vague. |
January 27, 2021, 13:15 (GMT) |
Merge branch 'master' into cycles_procedural_api |
January 27, 2021, 13:15 (GMT) |
EEVEE: Depth Of Field: Revert fix scatter power difference Scatter only seems to have an intensity difference because gather is only underestimating the highlights. But the scatter bokeh are correct. |
January 27, 2021, 13:15 (GMT) |
EEVEE: Depth Of Field: Fix neighborhood rejection The samples were offseted and the difference wasn't absolute. |
January 27, 2021, 13:04 (GMT) |
EEVEE: Depth Of Field: Always use RGBA16F format Lower precision format have issues when there is too much scattered bokeh. |
January 27, 2021, 01:36 (GMT) |
EEVEE: Depth Of Field: Improve bokeh shape support - Separate the LUT texture for faster access. - Add dedicated shader for resolve with bokeh LUT. - Add per-pixel distance to shape for slight focus gather. |
January 26, 2021, 23:55 (GMT) |
EEVEE: Depth Of Field: Improve anamorphic bokeh support for gather Directly morph the sampling pattern instead of using the LUT for that. This avoids the weird energy spike problem. Also now supports ratio less than 1.0. |
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