For me to buy it, Chromatic aberration spread should be guided by depth. When things get out of focus, they should have more chromatic spread. I’ve been trying to build the shader but moved on due to time limit on my project.
@HubertMikaProductions8 күн бұрын
Making chromatic aberration more physically accurate is something I'd love to dive-in in the future however adjusting the spread by depth would require the CA to work hand in hand with Depth of Field and Unreal doesn't provide many possibilities of modifying the existing post processing chain without engine modifications so for that to work, Imperfecter would have to receive its own standalone Depth of Field implementation so that's something to consider in the future, thanks for the feedback! In case you find some time for building your own shader, I'd say the easiest way is to modify the existing CA, check out the "PostProcessTonemap.usf" shader in the engine, that's where the chromatic aberration is applied in the post processing chain, hope that helps a little!