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Physically Based Auto Depth of Field
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Physically Based Auto Depth of Field

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What is the performance Cost?
We have given ourselves maximum limit of 0.1% CPU utilisation for the lifetime of PBADOF. The total cost of Depth of Field in Unity in general varies based on the following: asset quality settings screen resolution 8 / 16bit colour/post buffers filtering quality physically based toggle off or on
Can i get the same look and feel between HDRP or URP?
In some cases yes, there’s differences in the way URP and HDRP handle DoF and this coudl give different looks, but the workflows here are fundamentally the same. For URP we’ve based the system around the Bokeh mode, which closer resembles real world settings. These settings are also in HDRP making the system set up and use cases similar to one another,
Do you support camera stacking in URP
Absolutely
Why can i see a noticeable dividing line between flat planes of when i look down
This is mostly due to the way DoF is rendered in Unity, by default unity has a very low quality DoF to save on rendering performance. Even if you used any depth of field system in unity you would see this with an A/B test. This is because DoF in Unity is tied to resolution. You do however have 4 options to control this help balance this better for your project. screen resolution filtering level 8/16 bit buffers Physically based mode [on] 9/10 times physically based mode will remove this, but has a higher cost. the higher you target resolution the better as well. if you’re using DLSS or FSR to push 4k resolutions, you’ll unlikely see this This is something of a balance point that you must profile and balance with the performance and aesthetic look of your project.
Do you support 3rd person views?
Yes, you can fully ignore or allow your player character to be visible in the system using Unity Layers, you can also utilise the volume frame work in combination to change how the Auto focus and apertures behave.
Do you support First Person Shooters?
Yes, you can even build more focus profiles into weapons and scopes to give each weapon a unique experience. You also have support in /_suY2X, so if you have built your FPS system on that, then you have even more dynamic control. For some 3rd party assets they are built with camera stacking or hard coded take over of the camera’s, this can be problematic for a project in general, but if you wish to choose that root we have /_susCc to help integrate into your systems. 🆕1.3.0 also brings ADS volumes which is another bridge to be able to link coded systems together if you need to.
What is the performance Cost?
Answer
We have given ourselves maximum limit of 0.1% CPU utilisation for the lifetime of PBADOF.
The total cost of Depth of Field in Unity in general varies based on the following:
asset quality settings
screen resolution
8 / 16bit colour/post buffers
filtering quality
physically based toggle off or on

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