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Adds an advanced cinematic Depth of Field shader for Reshade 3.x #90
I implemented a cinematic depth of field shader from scratch for Reshade 3.x.
Shader is roughly as fast as Marty's latest qUINT ADOF and in many cases faster (even though it uses 9 passes). I didn't compromise on resolution as I wanted the output to be as good as possible. I cited the papers/presentations I used in the code and commented as much as possible so others might learn from it, as I have learned during the writing of this shader.
I'm not a shader expert, I know I made mistakes somewhere and likely cut corners where I shouldn't have. Although I marked the shader internally as 'beta' I think it's usable in its current state. If there are bugs or other things I have to fix, please let me know :)
@mineo210 It's d3d9, not something else, see: https://reshade.me/forum/shader-presentation/4535-new-shader-cinematic-depth-of-field#29133
So I don't really know what to do to fix this, as it should work (I read the depth buffer in a vertex shader for optimization, but that causes the problem) other than rewrite lots of code for just d3d9 which I don't really want to do.
@crosire you have any ideas what I can do to work around this problem on d3d9? thanks :)
On the workaround: You could do the following to enable the fast path on D3D9 again once the next ReShade version is released.
This ensures the workaround is only active on ReShade 3.4.0 and earlier.