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Commit 47f6d21

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Fixed issue when DOF and Bloom are enabled at the same time
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-3
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2 files changed

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-3
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PostProcessing/Resources/Shaders/Uber.shader

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@@ -125,7 +125,6 @@ Shader "Hidden/Post FX/Uber Shader"
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// Chromatic Aberration
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// Inspired by the method described in "Rendering Inside" [Playdead 2016]
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// https://twitter.com/pixelmager/status/717019757766123520
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// TODO: Take advantage of TAA to get even smoother results
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#if CHROMATIC_ABERRATION
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{
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float2 coords = 2.0 * uv - 1.0;

PostProcessing/Runtime/Components/DepthOfFieldComponent.cs

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@@ -17,7 +17,7 @@ static class Uniforms
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internal static readonly int _MainTex = Shader.PropertyToID("_MainTex");
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internal static readonly int _HistoryCoC = Shader.PropertyToID("_HistoryCoC");
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internal static readonly int _HistoryWeight = Shader.PropertyToID("_HistoryWeight");
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internal static readonly int _DepthOfFieldParams = Shader.PropertyToID("_DepthOfFieldParams");
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internal static readonly int _DepthOfFieldParams = Shader.PropertyToID("_DepthOfFieldParams");
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}
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const string k_ShaderString = "Hidden/Post FX/Depth Of Field";
@@ -136,7 +136,6 @@ public void Prepare(RenderTexture source, Material uberMaterial, bool antialiasC
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uberMaterial.EnableKeyword("DEPTH_OF_FIELD");
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}
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context.renderTextureFactory.Release(rt1);
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context.renderTextureFactory.Release(rt2);
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source.filterMode = FilterMode.Bilinear;
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}

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