Quote:
i dont understand why cant jsut apply a blur pass to an object with a float passed throught it depending on its distance from the camera
You can't go mad on calculating distances constantly I guess, besides that, every object in your level would have to calculate it's distance to the camera... It could become pretty slow pretty fast that way.
I would have had a depth of field shader already if only we would have access to the depth buffer ...
Cheers
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