about the dof..

I once made one that uses hummel's implementation of (I think DICE's) hexagonal bokeh blur:
http://media.indiedb.com/images/games/1/23/22844/shot_28.6.2014_11196.png

It has some artifacts and is built into a whole rendering pipeline, though.
Which basically means I'd have to do some coding.

It's not super high quality but maybe good enough.

Also, it's meant to be used with true hdrr... But there are some workarounds using gamma correction to force that bokeh effect.

May I ask what you're trying to do with it? grin


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