Whether this pass runs
Flipping it rebuilds the view's render graph on the next render, which suits a settings toggle but not a change every frame; animate an effect's own properties instead. It can also recompile the view's materials; View3D#passes says when.
Readonly AdvancedinputAlways true: the blur reads coarse mip levels of its input
Optional ReadonlyrequiredExtra outputs the view's scene draw writes beside its colour while this pass is enabled
Each costs the scene draw a texture and the shader work to fill it, and any output makes the view draw its scene into a texture first, as a post effect does. Reach an output's texture with RenderGraph#getSceneOutput, to read it or draw into it.
Readonly AdvancedstageThe stage the effect runs at, set by the stage option
StaticdefaultDefaults for every new TiltShiftEffect; an option passed as undefined keeps its default
Whether to paint the focus settings instead of blurring, to tune them by eye
Over a dimmed grey copy of the frame, a white line marks the focal plane and green the sharp band. Blurred areas shift toward orange in front of the plane and blue behind it, more so the stronger the blur.
Sets whether to paint the focus settings
true to paint them instead of blurring.
Sets the distance to the plane in focus
Distance from the camera to the focal plane, in world units.
Sets the distance from the focal plane at which the blur is strongest
Distance from the focal plane, in world units.
Sets how far either side of the focal plane stays fully sharp
Distance from the focal plane, in world units.
Sets the blur radius at full strength
Radius in physical pixels on screen.
Advanced
Adds the blur pass for this slot in the chain
Render graph being built.
Input/output handles for this slot in the chain.
Releases GPU resources the pass made outside the graph; the base class has none
The view never calls it, not on replacing view.passes nor on its own destroy, since a pass
can be shared. Call it yourself once the pass is retired. Override it only for resources of your
own: the render passes added in build go with the view's graph, and a plain UniformGroup
needs no release.
Tilt-shift: a miniature look from a narrow depth of field
A thin band of depth stays sharp and everything in front of and behind it blurs, the way a macro lens sees a close-up, so a full-size scene reads as a tiny model. A high, angled camera sells it best.
One pass, but its input needs mipmaps, which cost a mipmap generation each frame and a third more memory. Every property can change every frame.
Example