Search Issue Tracker
By Design
Votes
0
Found in [Package]
2.1.4
Issue ID
1139815
Regression
No
Depth of Field doesn't blur near objects when "Allow HDR" is disabled
Steps to reproduce:
1. Open original project "dof.zip"
2. Select "Main Camera" and toggle between "Allow HDR" setting
Expected result: DOF behaved the same
Actual result: DOF doesn't blur near objects when "Allow HDR" is disabled
Reproduced in: 2018.3.11f1, 2019.1.0b9, 2019.2.0a10
Does not reproduce in: 2.1.3 Package version
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Too little validation messages in the "WebAssembly Language Features" Memory settings
- Project Settings Search Highlights are misaligned when using the Bitmap Text Rendering Mode
- "GetControlID at event ValidateCommand returns a controlID different from the one in Layout event" Warning is thrown when undoing the deletion of Sprite Shape Profile
- Memory related fields in the "WebAssembly Language Features" can be set to the negative numbers
- "WebAssembly Language Features" Header in the Player Settings has a smaller indentation
Resolution Note:
This behavior would be considered by design. The reason why it worked in earlier versions is that Depth of Field would force HDR rendering even if it was explicitly toggled off. We fixed it to only render in HDR if the camera was actually HDR to avoid wasting resources in LDR rendering.
Due to the nature of the effect, getting a good near-blur in depth of field requires high precision, un-clamped input (so, HDR). There's not enough information in LDR to do proper bokeh scattering of the near field. As such, the effect is limited by design when not using HDR.