Bokeh Particle Depth of Field

by Bauxite

90

Godot Particle DoF

This is a shader for particles to create a bokeh-esque depth of field effect. It works by essentially "precomputing" the various amounts of blur, instead of blurring in real time. Since the particles are radial, we can store only a single row of pixels per blur level, and the shader will distort the UV coordinates to turn it into a circle. This gives us a very compact 512x1024 texture that stores 1024 different blur levels, which can be smoothly interpolated.

This has the following advantages:

  • Really really fast blur. The GPU only has to look up the texture in a lookup table. No nested for loops with expensive convolution here. Only issue here is that there's a fairly large amount of overdraw.
  • Allows extremely large blur sizes (e.g. can blur a particle so much that it covers the entire screen without lagging).
  • No artifacts because of low sample count, looks very close to the "ground truth".

But has some disadvantages as well:

  • Only works for radial particles, that is, disks and toruses and such, facing towards the camera.
  • All particles must have the same size, or the effect breaks down.

It looks like this:

Bokeh

Here's a video of it in action.

License

MIT

Version

v1.0

Engine

3.0

Category

Shaders

Download

Versionv1.0
Download

Support

If you need help or have questions about this plugin, please contact the author.

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