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Question by Rs · Apr 02, 2013 at 12:05 PM · shaderdeferreddepth of fieldtessellation

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

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avatar image jmgek · Jan 29, 2015 at 12:08 AM 0
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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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