Depth of field is confusing....

I’m trying to implement dof into my game, using the deprecated version of the standard assets (purely because it seemed simpler)

I am running into trouble with the transform setting in the focal part of the menu. I have no idea what it means and what to set it to… an object x distance to the player? the player? a random box halfway across the map?

I cannot seem to find anywhere online or on these forums that clearly explain it (for dummies like me)

Any help would be much appreciated, thank you.

The DOF that comes with Cinematic Image effects is much better looking. It’s settings though are also VERY confusing. It can produse good results when you learn how it works. Use the “Visualise DOF” bool and see how it changes when you change the settings.

You should probably use this one instead. It’s faster, looks better and is way easier to control.

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It’s great that you are continuing to work on the post processing effects. Do you think it is possible to implement this suggestion? https://forum.unity3d.com/threads/screen-space-reflections.456153/

This won’t happen. SSR isn’t made for true, clear reflections and never has been, please don’t try to use it for such cases. If you want clean reflections you should use planar reflections or reflections probes (which can be used as the same time as SSR if setup correctly in the given context).

Well this is unfortunate. Regardless of what SSR is made for, it gives better results and is much easier to work with than reflection probes, so if it can be improved in anyway, I think it’s worth it. I can see why SSR can never be used for a mirror, cause it reflects objects that are in the oposite direction of what we are looking at, but if something can be done to make SSR reflect just a bit more of the objects that we see in the canvas, and not just the part of them that is directly visible in the canvas would be awsome. But anyway, I don’t understand enough on the subject, so excuse my ignorance if that is also not possible.

The performance cost would be massive, that alone would make it not worth it for only a small gain in quality (and SSR will still be missing any back faces and still look wrong for cases like these).

SSR usefulness is to “ground” objects. Make sure there are some sort of reflections going on where objects touch the ground (or walls, or whatever) making your scenes look much more cohesive. It’s not a be all end all reflection method.

I mean, you could probably do it, but if you are going to make them perform as bad as planar reflections… Use planar reflections instead? I mean games still do that, it’s perfectly valid in certain situations.

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