Although GodViewFakeDOF already supports Mask Filter, it still processes the entire screen’s pixels.
This can easily lead to performance bottlenecks when using a high Render Scale and setting Blur Quality to High.
However, in practice, only about 40% of the screen height actually requires blur processing.
To avoid unnecessary computation, we introduced the concept of a Blur Rect — only applying blur to a designated area, significantly reducing GPU workload.
To avoid unnecessary computation, we introduced the concept of a Blur Rect — only applying blur to a designated area, significantly reducing GPU workload.
BlurRectHeightRatio
, allowing users to customize the vertical range of the blur area according to the needs of their scene, enabling more flexible performance tuning.🔹 The upper portion of the diagram below represents the area where blur is actually applied:
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