教你给SEUS v11.0 光影添加景深[DOF]效果

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2019-01-03 03:20:30
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SEUS v11.0 光影添加教程 代码分三部分 A: #define Depth_of_Field #define Max_Blur_Amount 0.6//[0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0] //bigger values for more blur #define Aperture_Blur 0.1//[0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9] //bigger values for shallower depth of field, Best left at default -------------------------------------------------------------------------------------------------------------------------- B: if (isEyeInWater > 0.9) { } else { float depth = GetDepth(texcoord.xy); if (depth > 0.9999f) { depth = 1.0f; } float cursorDepth = GetDepth(vec2(0.5f, 0.5f)); if (cursorDepth > 0.9999f) { cursorDepth = 1.0f; } const float blurclamp = 0.024; // Max_Blur_Amount const float bias = Aperture_Blur;//aperture - bigger values for shallower depth of field bool isHand = GetMaterialMask(texcoord.st, 5); vec2 aspectcorrect = vec2(1.0, aspectRatio) * 1.5; //float depth = texture2D(gdepthtex, texcoord.st).x; depth += float(isHand) * 0.36f; float factor = (depth - cursorDepth); vec2 dofblur = vec2(factor * bias)*Max_Blur_Amount; -------------------------------------------------------------------------------------------------------------------------- C: #ifdef Depth_of_Field DepthOfField(color); #endif
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