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Tesselletion "bypassed" by Depth of Field
Hi all, while experimenting with tessellation shaders I noticed that the depth of field was computed before the tessellation pass. At least this is what I deduced from observations, so I might be wrong on the cause.
If you want to try to reproduce the problem
make a new shader with the Phong Tessellation shader taken from this link: http://docs.unity3d.com/Documentation/Components/SL-SurfaceShaderTessellation.html
then activate depth of field on your camera. You'll see a result which is different from what you expect.
Now, my rendering path was set to Forward and when I changed it to Deferred Lighting this didn't happen anymore. So I solved it, but I'm a curious one so...
I would like to know:
Why is the Depth of Field not working well with tessellation in Forward Rendering?
Why turning the rendering mode to Deferred Lighting solves this?
Thank you very much
Welp, I can't answer your question but I spent 20 $$anonymous$$ trying to understand how to add depth of field to tessilation in unity until I tried turning my light to deferred! So Thanks for semi answering my question!
Also differred lighting also effects the z buffer so no longer do things in the background render on top of my objects. Especially ssao
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