Browse Source

WIP CameraEffects implementation (bokeh not working for now)

Juan Linietsky 5 years ago
parent
commit
f14defb6f9

+ 18 - 0
scene/3d/camera.cpp

@@ -445,6 +445,21 @@ Ref<Environment> Camera::get_environment() const {
 	return environment;
 }
 
+void Camera::set_effects(const Ref<CameraEffects> &p_effects) {
+
+	effects = p_effects;
+	if (effects.is_valid())
+		VS::get_singleton()->camera_set_camera_effects(camera, effects->get_rid());
+	else
+		VS::get_singleton()->camera_set_camera_effects(camera, RID());
+	_update_camera_mode();
+}
+
+Ref<CameraEffects> Camera::get_effects() const {
+
+	return effects;
+}
+
 void Camera::set_keep_aspect_mode(KeepAspect p_aspect) {
 	keep_aspect = p_aspect;
 	VisualServer::get_singleton()->camera_set_use_vertical_aspect(camera, p_aspect == KEEP_WIDTH);
@@ -512,6 +527,8 @@ void Camera::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("get_cull_mask"), &Camera::get_cull_mask);
 	ClassDB::bind_method(D_METHOD("set_environment", "env"), &Camera::set_environment);
 	ClassDB::bind_method(D_METHOD("get_environment"), &Camera::get_environment);
+	ClassDB::bind_method(D_METHOD("set_effects", "env"), &Camera::set_effects);
+	ClassDB::bind_method(D_METHOD("get_effects"), &Camera::get_effects);
 	ClassDB::bind_method(D_METHOD("set_keep_aspect_mode", "mode"), &Camera::set_keep_aspect_mode);
 	ClassDB::bind_method(D_METHOD("get_keep_aspect_mode"), &Camera::get_keep_aspect_mode);
 	ClassDB::bind_method(D_METHOD("set_doppler_tracking", "mode"), &Camera::set_doppler_tracking);
@@ -527,6 +544,7 @@ void Camera::_bind_methods() {
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "keep_aspect", PROPERTY_HINT_ENUM, "Keep Width,Keep Height"), "set_keep_aspect_mode", "get_keep_aspect_mode");
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "cull_mask", PROPERTY_HINT_LAYERS_3D_RENDER), "set_cull_mask", "get_cull_mask");
 	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment"), "set_environment", "get_environment");
+	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "effects", PROPERTY_HINT_RESOURCE_TYPE, "CameraEffects"), "set_effects", "get_effects");
 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "h_offset"), "set_h_offset", "get_h_offset");
 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "v_offset"), "set_v_offset", "get_v_offset");
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "doppler_tracking", PROPERTY_HINT_ENUM, "Disabled,Idle,Physics"), "set_doppler_tracking", "get_doppler_tracking");

+ 4 - 0
scene/3d/camera.h

@@ -82,6 +82,7 @@ private:
 	uint32_t layers;
 
 	Ref<Environment> environment;
+	Ref<CameraEffects> effects;
 
 	virtual bool _can_gizmo_scale() const;
 
@@ -157,6 +158,9 @@ public:
 	void set_environment(const Ref<Environment> &p_environment);
 	Ref<Environment> get_environment() const;
 
+	void set_effects(const Ref<CameraEffects> &p_effects);
+	Ref<CameraEffects> get_effects() const;
+
 	void set_keep_aspect_mode(KeepAspect p_aspect);
 	KeepAspect get_keep_aspect_mode() const;
 

+ 42 - 0
scene/3d/world_environment.cpp

@@ -43,12 +43,25 @@ void WorldEnvironment::_notification(int p_what) {
 			add_to_group("_world_environment_" + itos(get_viewport()->find_world()->get_scenario().get_id()));
 		}
 
+		if (camera_effects.is_valid()) {
+			if (get_viewport()->find_world()->get_camera_effects().is_valid()) {
+				WARN_PRINT("World already has a camera effects (Another WorldEnvironment?), overriding.");
+			}
+			get_viewport()->find_world()->set_camera_effects(camera_effects);
+			add_to_group("_world_camera_effects_" + itos(get_viewport()->find_world()->get_scenario().get_id()));
+		}
+
 	} else if (p_what == Spatial::NOTIFICATION_EXIT_WORLD || p_what == Spatial::NOTIFICATION_EXIT_TREE) {
 
 		if (environment.is_valid() && get_viewport()->find_world()->get_environment() == environment) {
 			get_viewport()->find_world()->set_environment(Ref<Environment>());
 			remove_from_group("_world_environment_" + itos(get_viewport()->find_world()->get_scenario().get_id()));
 		}
+
+		if (camera_effects.is_valid() && get_viewport()->find_world()->get_camera_effects() == camera_effects) {
+			get_viewport()->find_world()->set_camera_effects(Ref<CameraEffects>());
+			remove_from_group("_world_camera_effects_" + itos(get_viewport()->find_world()->get_scenario().get_id()));
+		}
 	}
 }
 
@@ -77,6 +90,31 @@ Ref<Environment> WorldEnvironment::get_environment() const {
 	return environment;
 }
 
+void WorldEnvironment::set_camera_effects(const Ref<CameraEffects> &p_camera_effects) {
+
+	if (is_inside_tree() && camera_effects.is_valid() && get_viewport()->find_world()->get_camera_effects() == camera_effects) {
+		get_viewport()->find_world()->set_camera_effects(Ref<CameraEffects>());
+		remove_from_group("_world_camera_effects_" + itos(get_viewport()->find_world()->get_scenario().get_id()));
+		//clean up
+	}
+
+	camera_effects = p_camera_effects;
+	if (is_inside_tree() && camera_effects.is_valid()) {
+		if (get_viewport()->find_world()->get_camera_effects().is_valid()) {
+			WARN_PRINT("World already has an camera_effects (Another WorldEnvironment?), overriding.");
+		}
+		get_viewport()->find_world()->set_camera_effects(camera_effects);
+		add_to_group("_world_camera_effects_" + itos(get_viewport()->find_world()->get_scenario().get_id()));
+	}
+
+	update_configuration_warning();
+}
+
+Ref<CameraEffects> WorldEnvironment::get_camera_effects() const {
+
+	return camera_effects;
+}
+
 String WorldEnvironment::get_configuration_warning() const {
 
 	if (!environment.is_valid()) {
@@ -106,6 +144,10 @@ void WorldEnvironment::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("set_environment", "env"), &WorldEnvironment::set_environment);
 	ClassDB::bind_method(D_METHOD("get_environment"), &WorldEnvironment::get_environment);
 	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment"), "set_environment", "get_environment");
+
+	ClassDB::bind_method(D_METHOD("set_camera_effects", "env"), &WorldEnvironment::set_camera_effects);
+	ClassDB::bind_method(D_METHOD("get_camera_effects"), &WorldEnvironment::get_camera_effects);
+	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "camera_effects", PROPERTY_HINT_RESOURCE_TYPE, "CameraEffects"), "set_camera_effects", "get_camera_effects");
 }
 
 WorldEnvironment::WorldEnvironment() {

+ 4 - 0
scene/3d/world_environment.h

@@ -38,6 +38,7 @@ class WorldEnvironment : public Node {
 	GDCLASS(WorldEnvironment, Node);
 
 	Ref<Environment> environment;
+	Ref<CameraEffects> camera_effects;
 
 protected:
 	void _notification(int p_what);
@@ -47,6 +48,9 @@ public:
 	void set_environment(const Ref<Environment> &p_environment);
 	Ref<Environment> get_environment() const;
 
+	void set_camera_effects(const Ref<CameraEffects> &p_camera_effects);
+	Ref<CameraEffects> get_camera_effects() const;
+
 	String get_configuration_warning() const;
 
 	WorldEnvironment();

+ 1 - 0
scene/register_scene_types.cpp

@@ -650,6 +650,7 @@ void register_scene_types() {
 	ClassDB::register_class<PhysicsMaterial>();
 	ClassDB::register_class<World>();
 	ClassDB::register_class<Environment>();
+	ClassDB::register_class<CameraEffects>();
 	ClassDB::register_class<World2D>();
 	ClassDB::register_virtual_class<Texture>();
 	ClassDB::register_virtual_class<Texture2D>();

+ 186 - 174
scene/resources/environment.cpp

@@ -343,8 +343,6 @@ void Environment::_validate_property(PropertyInfo &property) const {
 		"auto_exposure_",
 		"ss_reflections_",
 		"ssao_",
-		"dof_blur_far_",
-		"dof_blur_near_",
 		"glow_",
 		"adjustment_",
 		NULL
@@ -704,115 +702,6 @@ bool Environment::is_glow_bicubic_upscale_enabled() const {
 	return glow_bicubic_upscale;
 }
 
-void Environment::set_dof_blur_far_enabled(bool p_enable) {
-
-	dof_blur_far_enabled = p_enable;
-	VS::get_singleton()->environment_set_dof_blur_far(environment, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_far_amount, VS::EnvironmentDOFBlurQuality(dof_blur_far_quality));
-	_change_notify();
-}
-
-bool Environment::is_dof_blur_far_enabled() const {
-
-	return dof_blur_far_enabled;
-}
-
-void Environment::set_dof_blur_far_distance(float p_distance) {
-
-	dof_blur_far_distance = p_distance;
-	VS::get_singleton()->environment_set_dof_blur_far(environment, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_far_amount, VS::EnvironmentDOFBlurQuality(dof_blur_far_quality));
-}
-float Environment::get_dof_blur_far_distance() const {
-
-	return dof_blur_far_distance;
-}
-
-void Environment::set_dof_blur_far_transition(float p_distance) {
-
-	dof_blur_far_transition = p_distance;
-	VS::get_singleton()->environment_set_dof_blur_far(environment, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_far_amount, VS::EnvironmentDOFBlurQuality(dof_blur_far_quality));
-}
-float Environment::get_dof_blur_far_transition() const {
-
-	return dof_blur_far_transition;
-}
-
-void Environment::set_dof_blur_far_amount(float p_amount) {
-
-	dof_blur_far_amount = p_amount;
-	VS::get_singleton()->environment_set_dof_blur_far(environment, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_far_amount, VS::EnvironmentDOFBlurQuality(dof_blur_far_quality));
-}
-float Environment::get_dof_blur_far_amount() const {
-
-	return dof_blur_far_amount;
-}
-
-void Environment::set_dof_blur_far_quality(DOFBlurQuality p_quality) {
-
-	dof_blur_far_quality = p_quality;
-	VS::get_singleton()->environment_set_dof_blur_far(environment, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_far_amount, VS::EnvironmentDOFBlurQuality(dof_blur_far_quality));
-}
-
-Environment::DOFBlurQuality Environment::get_dof_blur_far_quality() const {
-
-	return dof_blur_far_quality;
-}
-
-void Environment::set_dof_blur_near_enabled(bool p_enable) {
-
-	dof_blur_near_enabled = p_enable;
-	VS::get_singleton()->environment_set_dof_blur_near(environment, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_near_amount, VS::EnvironmentDOFBlurQuality(dof_blur_near_quality));
-	_change_notify();
-}
-
-bool Environment::is_dof_blur_near_enabled() const {
-
-	return dof_blur_near_enabled;
-}
-
-void Environment::set_dof_blur_near_distance(float p_distance) {
-
-	dof_blur_near_distance = p_distance;
-	VS::get_singleton()->environment_set_dof_blur_near(environment, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_near_amount, VS::EnvironmentDOFBlurQuality(dof_blur_near_quality));
-}
-
-float Environment::get_dof_blur_near_distance() const {
-
-	return dof_blur_near_distance;
-}
-
-void Environment::set_dof_blur_near_transition(float p_distance) {
-
-	dof_blur_near_transition = p_distance;
-	VS::get_singleton()->environment_set_dof_blur_near(environment, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_near_amount, VS::EnvironmentDOFBlurQuality(dof_blur_near_quality));
-}
-
-float Environment::get_dof_blur_near_transition() const {
-
-	return dof_blur_near_transition;
-}
-
-void Environment::set_dof_blur_near_amount(float p_amount) {
-
-	dof_blur_near_amount = p_amount;
-	VS::get_singleton()->environment_set_dof_blur_near(environment, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_near_amount, VS::EnvironmentDOFBlurQuality(dof_blur_near_quality));
-}
-
-float Environment::get_dof_blur_near_amount() const {
-
-	return dof_blur_near_amount;
-}
-
-void Environment::set_dof_blur_near_quality(DOFBlurQuality p_quality) {
-
-	dof_blur_near_quality = p_quality;
-	VS::get_singleton()->environment_set_dof_blur_near(environment, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_near_amount, VS::EnvironmentDOFBlurQuality(dof_blur_near_quality));
-}
-
-Environment::DOFBlurQuality Environment::get_dof_blur_near_quality() const {
-
-	return dof_blur_near_quality;
-}
-
 void Environment::set_fog_enabled(bool p_enabled) {
 
 	fog_enabled = p_enabled;
@@ -1187,50 +1076,6 @@ void Environment::_bind_methods() {
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "ssao_blur", PROPERTY_HINT_ENUM, "Disabled,1x1,2x2,3x3"), "set_ssao_blur", "get_ssao_blur");
 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_edge_sharpness", PROPERTY_HINT_RANGE, "0,32,0.01"), "set_ssao_edge_sharpness", "get_ssao_edge_sharpness");
 
-	ClassDB::bind_method(D_METHOD("set_dof_blur_far_enabled", "enabled"), &Environment::set_dof_blur_far_enabled);
-	ClassDB::bind_method(D_METHOD("is_dof_blur_far_enabled"), &Environment::is_dof_blur_far_enabled);
-
-	ClassDB::bind_method(D_METHOD("set_dof_blur_far_distance", "intensity"), &Environment::set_dof_blur_far_distance);
-	ClassDB::bind_method(D_METHOD("get_dof_blur_far_distance"), &Environment::get_dof_blur_far_distance);
-
-	ClassDB::bind_method(D_METHOD("set_dof_blur_far_transition", "intensity"), &Environment::set_dof_blur_far_transition);
-	ClassDB::bind_method(D_METHOD("get_dof_blur_far_transition"), &Environment::get_dof_blur_far_transition);
-
-	ClassDB::bind_method(D_METHOD("set_dof_blur_far_amount", "intensity"), &Environment::set_dof_blur_far_amount);
-	ClassDB::bind_method(D_METHOD("get_dof_blur_far_amount"), &Environment::get_dof_blur_far_amount);
-
-	ClassDB::bind_method(D_METHOD("set_dof_blur_far_quality", "intensity"), &Environment::set_dof_blur_far_quality);
-	ClassDB::bind_method(D_METHOD("get_dof_blur_far_quality"), &Environment::get_dof_blur_far_quality);
-
-	ClassDB::bind_method(D_METHOD("set_dof_blur_near_enabled", "enabled"), &Environment::set_dof_blur_near_enabled);
-	ClassDB::bind_method(D_METHOD("is_dof_blur_near_enabled"), &Environment::is_dof_blur_near_enabled);
-
-	ClassDB::bind_method(D_METHOD("set_dof_blur_near_distance", "intensity"), &Environment::set_dof_blur_near_distance);
-	ClassDB::bind_method(D_METHOD("get_dof_blur_near_distance"), &Environment::get_dof_blur_near_distance);
-
-	ClassDB::bind_method(D_METHOD("set_dof_blur_near_transition", "intensity"), &Environment::set_dof_blur_near_transition);
-	ClassDB::bind_method(D_METHOD("get_dof_blur_near_transition"), &Environment::get_dof_blur_near_transition);
-
-	ClassDB::bind_method(D_METHOD("set_dof_blur_near_amount", "intensity"), &Environment::set_dof_blur_near_amount);
-	ClassDB::bind_method(D_METHOD("get_dof_blur_near_amount"), &Environment::get_dof_blur_near_amount);
-
-	ClassDB::bind_method(D_METHOD("set_dof_blur_near_quality", "level"), &Environment::set_dof_blur_near_quality);
-	ClassDB::bind_method(D_METHOD("get_dof_blur_near_quality"), &Environment::get_dof_blur_near_quality);
-
-	ADD_GROUP("DOF Far Blur", "dof_blur_far_");
-	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "dof_blur_far_enabled"), "set_dof_blur_far_enabled", "is_dof_blur_far_enabled");
-	ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_far_distance", PROPERTY_HINT_EXP_RANGE, "0.01,8192,0.01"), "set_dof_blur_far_distance", "get_dof_blur_far_distance");
-	ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_far_transition", PROPERTY_HINT_EXP_RANGE, "0.01,8192,0.01"), "set_dof_blur_far_transition", "get_dof_blur_far_transition");
-	ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_far_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_dof_blur_far_amount", "get_dof_blur_far_amount");
-	ADD_PROPERTY(PropertyInfo(Variant::INT, "dof_blur_far_quality", PROPERTY_HINT_ENUM, "Low,Medium,High"), "set_dof_blur_far_quality", "get_dof_blur_far_quality");
-
-	ADD_GROUP("DOF Near Blur", "dof_blur_near_");
-	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "dof_blur_near_enabled"), "set_dof_blur_near_enabled", "is_dof_blur_near_enabled");
-	ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_near_distance", PROPERTY_HINT_EXP_RANGE, "0.01,8192,0.01"), "set_dof_blur_near_distance", "get_dof_blur_near_distance");
-	ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_near_transition", PROPERTY_HINT_EXP_RANGE, "0.01,8192,0.01"), "set_dof_blur_near_transition", "get_dof_blur_near_transition");
-	ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_near_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_dof_blur_near_amount", "get_dof_blur_near_amount");
-	ADD_PROPERTY(PropertyInfo(Variant::INT, "dof_blur_near_quality", PROPERTY_HINT_ENUM, "Low,Medium,High"), "set_dof_blur_near_quality", "get_dof_blur_near_quality");
-
 	ClassDB::bind_method(D_METHOD("set_glow_enabled", "enabled"), &Environment::set_glow_enabled);
 	ClassDB::bind_method(D_METHOD("is_glow_enabled"), &Environment::is_glow_enabled);
 
@@ -1334,10 +1179,6 @@ void Environment::_bind_methods() {
 	BIND_ENUM_CONSTANT(TONE_MAPPER_FILMIC);
 	BIND_ENUM_CONSTANT(TONE_MAPPER_ACES);
 
-	BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_LOW);
-	BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_MEDIUM);
-	BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_HIGH);
-
 	BIND_ENUM_CONSTANT(SSAO_BLUR_DISABLED);
 	BIND_ENUM_CONSTANT(SSAO_BLUR_1x1);
 	BIND_ENUM_CONSTANT(SSAO_BLUR_2x2);
@@ -1353,9 +1194,7 @@ Environment::Environment() :
 		tone_mapper(TONE_MAPPER_LINEAR),
 		ssao_blur(SSAO_BLUR_3x3),
 		ssao_quality(SSAO_QUALITY_MEDIUM),
-		glow_blend_mode(GLOW_BLEND_MODE_ADDITIVE),
-		dof_blur_far_quality(DOF_BLUR_QUALITY_LOW),
-		dof_blur_near_quality(DOF_BLUR_QUALITY_LOW) {
+		glow_blend_mode(GLOW_BLEND_MODE_ADDITIVE) {
 
 	environment = VS::get_singleton()->environment_create();
 
@@ -1419,18 +1258,6 @@ Environment::Environment() :
 	glow_hdr_bleed_scale = 2.0;
 	glow_bicubic_upscale = false;
 
-	dof_blur_far_enabled = false;
-	dof_blur_far_distance = 10;
-	dof_blur_far_transition = 5;
-	dof_blur_far_amount = 0.1;
-	dof_blur_far_quality = DOF_BLUR_QUALITY_MEDIUM;
-
-	dof_blur_near_enabled = false;
-	dof_blur_near_distance = 2;
-	dof_blur_near_transition = 1;
-	dof_blur_near_amount = 0.1;
-	dof_blur_near_quality = DOF_BLUR_QUALITY_MEDIUM;
-
 	fog_enabled = false;
 	fog_color = Color(0.5, 0.5, 0.5);
 	fog_sun_color = Color(0.8, 0.8, 0.0);
@@ -1458,3 +1285,188 @@ Environment::~Environment() {
 
 	VS::get_singleton()->free(environment);
 }
+
+//////////////////////
+
+void CameraEffects::set_dof_blur_far_enabled(bool p_enable) {
+
+	dof_blur_far_enabled = p_enable;
+	VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount, VS::DOFBlurQuality(dof_blur_quality));
+}
+
+bool CameraEffects::is_dof_blur_far_enabled() const {
+
+	return dof_blur_far_enabled;
+}
+
+void CameraEffects::set_dof_blur_far_distance(float p_distance) {
+
+	dof_blur_far_distance = p_distance;
+	VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount, VS::DOFBlurQuality(dof_blur_quality));
+}
+float CameraEffects::get_dof_blur_far_distance() const {
+
+	return dof_blur_far_distance;
+}
+
+void CameraEffects::set_dof_blur_far_transition(float p_distance) {
+
+	dof_blur_far_transition = p_distance;
+	VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount, VS::DOFBlurQuality(dof_blur_quality));
+}
+float CameraEffects::get_dof_blur_far_transition() const {
+
+	return dof_blur_far_transition;
+}
+
+void CameraEffects::set_dof_blur_near_enabled(bool p_enable) {
+
+	dof_blur_near_enabled = p_enable;
+	VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount, VS::DOFBlurQuality(dof_blur_quality));
+	_change_notify();
+}
+
+bool CameraEffects::is_dof_blur_near_enabled() const {
+
+	return dof_blur_near_enabled;
+}
+
+void CameraEffects::set_dof_blur_near_distance(float p_distance) {
+
+	dof_blur_near_distance = p_distance;
+	VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount, VS::DOFBlurQuality(dof_blur_quality));
+}
+
+float CameraEffects::get_dof_blur_near_distance() const {
+
+	return dof_blur_near_distance;
+}
+
+void CameraEffects::set_dof_blur_near_transition(float p_distance) {
+
+	dof_blur_near_transition = p_distance;
+	VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount, VS::DOFBlurQuality(dof_blur_quality));
+}
+
+float CameraEffects::get_dof_blur_near_transition() const {
+
+	return dof_blur_near_transition;
+}
+
+void CameraEffects::set_dof_blur_amount(float p_amount) {
+
+	dof_blur_amount = p_amount;
+	VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount, VS::DOFBlurQuality(dof_blur_quality));
+}
+float CameraEffects::get_dof_blur_amount() const {
+
+	return dof_blur_amount;
+}
+
+void CameraEffects::set_dof_blur_quality(DOFBlurQuality p_quality) {
+
+	dof_blur_quality = p_quality;
+	VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount, VS::DOFBlurQuality(dof_blur_quality));
+}
+
+CameraEffects::DOFBlurQuality CameraEffects::get_dof_blur_quality() const {
+
+	return dof_blur_quality;
+}
+
+void CameraEffects::set_override_exposure_enabled(bool p_enabled) {
+	override_exposure_enabled = p_enabled;
+	VS::get_singleton()->camera_effects_set_custom_exposure(camera_effects, override_exposure_enabled, override_exposure);
+}
+
+bool CameraEffects::is_override_exposure_enabled() const {
+	return override_exposure_enabled;
+}
+
+void CameraEffects::set_override_exposure(float p_exposure) {
+	override_exposure = p_exposure;
+	VS::get_singleton()->camera_effects_set_custom_exposure(camera_effects, override_exposure_enabled, override_exposure);
+}
+
+float CameraEffects::get_override_exposure() const {
+	return override_exposure;
+}
+
+RID CameraEffects::get_rid() const {
+	return camera_effects;
+}
+
+void CameraEffects::_bind_methods() {
+
+	ClassDB::bind_method(D_METHOD("set_dof_blur_far_enabled", "enabled"), &CameraEffects::set_dof_blur_far_enabled);
+	ClassDB::bind_method(D_METHOD("is_dof_blur_far_enabled"), &CameraEffects::is_dof_blur_far_enabled);
+
+	ClassDB::bind_method(D_METHOD("set_dof_blur_far_distance", "intensity"), &CameraEffects::set_dof_blur_far_distance);
+	ClassDB::bind_method(D_METHOD("get_dof_blur_far_distance"), &CameraEffects::get_dof_blur_far_distance);
+
+	ClassDB::bind_method(D_METHOD("set_dof_blur_far_transition", "intensity"), &CameraEffects::set_dof_blur_far_transition);
+	ClassDB::bind_method(D_METHOD("get_dof_blur_far_transition"), &CameraEffects::get_dof_blur_far_transition);
+
+	ClassDB::bind_method(D_METHOD("set_dof_blur_near_enabled", "enabled"), &CameraEffects::set_dof_blur_near_enabled);
+	ClassDB::bind_method(D_METHOD("is_dof_blur_near_enabled"), &CameraEffects::is_dof_blur_near_enabled);
+
+	ClassDB::bind_method(D_METHOD("set_dof_blur_near_distance", "intensity"), &CameraEffects::set_dof_blur_near_distance);
+	ClassDB::bind_method(D_METHOD("get_dof_blur_near_distance"), &CameraEffects::get_dof_blur_near_distance);
+
+	ClassDB::bind_method(D_METHOD("set_dof_blur_near_transition", "intensity"), &CameraEffects::set_dof_blur_near_transition);
+	ClassDB::bind_method(D_METHOD("get_dof_blur_near_transition"), &CameraEffects::get_dof_blur_near_transition);
+
+	ClassDB::bind_method(D_METHOD("set_dof_blur_amount", "intensity"), &CameraEffects::set_dof_blur_amount);
+	ClassDB::bind_method(D_METHOD("get_dof_blur_amount"), &CameraEffects::get_dof_blur_amount);
+
+	ClassDB::bind_method(D_METHOD("set_dof_blur_quality", "level"), &CameraEffects::set_dof_blur_quality);
+	ClassDB::bind_method(D_METHOD("get_dof_blur_quality"), &CameraEffects::get_dof_blur_quality);
+
+	ClassDB::bind_method(D_METHOD("set_override_exposure_enabled", "enable"), &CameraEffects::set_override_exposure);
+	ClassDB::bind_method(D_METHOD("is_override_exposure_enabled"), &CameraEffects::is_override_exposure_enabled);
+
+	ClassDB::bind_method(D_METHOD("set_override_exposure", "exposure"), &CameraEffects::set_override_exposure);
+	ClassDB::bind_method(D_METHOD("get_override_exposure"), &CameraEffects::get_override_exposure);
+
+	ADD_GROUP("DOF Blur", "dof_blur_");
+	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "dof_blur_far_enabled"), "set_dof_blur_far_enabled", "is_dof_blur_far_enabled");
+	ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_far_distance", PROPERTY_HINT_EXP_RANGE, "0.01,8192,0.01"), "set_dof_blur_far_distance", "get_dof_blur_far_distance");
+	ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_far_transition", PROPERTY_HINT_EXP_RANGE, "0.01,8192,0.01"), "set_dof_blur_far_transition", "get_dof_blur_far_transition");
+	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "dof_blur_near_enabled"), "set_dof_blur_near_enabled", "is_dof_blur_near_enabled");
+	ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_near_distance", PROPERTY_HINT_EXP_RANGE, "0.01,8192,0.01"), "set_dof_blur_near_distance", "get_dof_blur_near_distance");
+	ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_near_transition", PROPERTY_HINT_EXP_RANGE, "0.01,8192,0.01"), "set_dof_blur_near_transition", "get_dof_blur_near_transition");
+	ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_dof_blur_amount", "get_dof_blur_amount");
+	ADD_PROPERTY(PropertyInfo(Variant::INT, "dof_blur_quality", PROPERTY_HINT_ENUM, "Low,Medium,High"), "set_dof_blur_quality", "get_dof_blur_quality");
+	ADD_GROUP("Override Exposure", "override_");
+	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "override_exposure_enable"), "set_override_exposure_enabled", "is_override_exposure_enabled");
+	ADD_PROPERTY(PropertyInfo(Variant::REAL, "override_exposure", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_override_exposure", "get_override_exposure");
+
+	BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_LOW);
+	BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_MEDIUM);
+	BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_HIGH);
+}
+
+CameraEffects::CameraEffects() {
+
+	camera_effects = VS::get_singleton()->camera_effects_create();
+
+	dof_blur_far_enabled = false;
+	dof_blur_far_distance = 10;
+	dof_blur_far_transition = 5;
+
+	dof_blur_near_enabled = false;
+	dof_blur_near_distance = 2;
+	dof_blur_near_transition = 1;
+
+	dof_blur_amount = 0.1;
+
+	set_dof_blur_quality(DOF_BLUR_QUALITY_MEDIUM); //update server
+
+	override_exposure_enabled = false;
+	set_override_exposure(1.0);
+}
+
+CameraEffects::~CameraEffects() {
+
+	VS::get_singleton()->free(camera_effects);
+}

+ 70 - 49
scene/resources/environment.h

@@ -80,12 +80,6 @@ public:
 		GLOW_BLEND_MODE_MIX,
 	};
 
-	enum DOFBlurQuality {
-		DOF_BLUR_QUALITY_LOW,
-		DOF_BLUR_QUALITY_MEDIUM,
-		DOF_BLUR_QUALITY_HIGH,
-	};
-
 	enum SSAOBlur {
 		SSAO_BLUR_DISABLED,
 		SSAO_BLUR_1x1,
@@ -163,18 +157,6 @@ private:
 	float glow_hdr_luminance_cap;
 	bool glow_bicubic_upscale;
 
-	bool dof_blur_far_enabled;
-	float dof_blur_far_distance;
-	float dof_blur_far_transition;
-	float dof_blur_far_amount;
-	DOFBlurQuality dof_blur_far_quality;
-
-	bool dof_blur_near_enabled;
-	float dof_blur_near_distance;
-	float dof_blur_near_transition;
-	float dof_blur_near_amount;
-	DOFBlurQuality dof_blur_near_quality;
-
 	bool fog_enabled;
 	Color fog_color;
 	Color fog_sun_color;
@@ -356,36 +338,6 @@ public:
 	void set_glow_bicubic_upscale(bool p_enable);
 	bool is_glow_bicubic_upscale_enabled() const;
 
-	void set_dof_blur_far_enabled(bool p_enable);
-	bool is_dof_blur_far_enabled() const;
-
-	void set_dof_blur_far_distance(float p_distance);
-	float get_dof_blur_far_distance() const;
-
-	void set_dof_blur_far_transition(float p_distance);
-	float get_dof_blur_far_transition() const;
-
-	void set_dof_blur_far_amount(float p_amount);
-	float get_dof_blur_far_amount() const;
-
-	void set_dof_blur_far_quality(DOFBlurQuality p_quality);
-	DOFBlurQuality get_dof_blur_far_quality() const;
-
-	void set_dof_blur_near_enabled(bool p_enable);
-	bool is_dof_blur_near_enabled() const;
-
-	void set_dof_blur_near_distance(float p_distance);
-	float get_dof_blur_near_distance() const;
-
-	void set_dof_blur_near_transition(float p_distance);
-	float get_dof_blur_near_transition() const;
-
-	void set_dof_blur_near_amount(float p_amount);
-	float get_dof_blur_near_amount() const;
-
-	void set_dof_blur_near_quality(DOFBlurQuality p_quality);
-	DOFBlurQuality get_dof_blur_near_quality() const;
-
 	void set_fog_enabled(bool p_enabled);
 	bool is_fog_enabled() const;
 
@@ -439,8 +391,77 @@ VARIANT_ENUM_CAST(Environment::AmbientSource)
 VARIANT_ENUM_CAST(Environment::ReflectionSource)
 VARIANT_ENUM_CAST(Environment::ToneMapper)
 VARIANT_ENUM_CAST(Environment::GlowBlendMode)
-VARIANT_ENUM_CAST(Environment::DOFBlurQuality)
 VARIANT_ENUM_CAST(Environment::SSAOQuality)
 VARIANT_ENUM_CAST(Environment::SSAOBlur)
 
+class CameraEffects : public Resource {
+
+	GDCLASS(CameraEffects, Resource);
+
+public:
+	enum DOFBlurQuality {
+		DOF_BLUR_QUALITY_LOW,
+		DOF_BLUR_QUALITY_MEDIUM,
+		DOF_BLUR_QUALITY_HIGH,
+	};
+
+private:
+	RID camera_effects;
+
+	bool dof_blur_far_enabled;
+	float dof_blur_far_distance;
+	float dof_blur_far_transition;
+
+	bool dof_blur_near_enabled;
+	float dof_blur_near_distance;
+	float dof_blur_near_transition;
+
+	float dof_blur_amount;
+	DOFBlurQuality dof_blur_quality;
+
+	bool override_exposure_enabled;
+	float override_exposure;
+
+protected:
+	static void _bind_methods();
+
+public:
+	void set_dof_blur_far_enabled(bool p_enable);
+	bool is_dof_blur_far_enabled() const;
+
+	void set_dof_blur_far_distance(float p_distance);
+	float get_dof_blur_far_distance() const;
+
+	void set_dof_blur_far_transition(float p_distance);
+	float get_dof_blur_far_transition() const;
+
+	void set_dof_blur_near_enabled(bool p_enable);
+	bool is_dof_blur_near_enabled() const;
+
+	void set_dof_blur_near_distance(float p_distance);
+	float get_dof_blur_near_distance() const;
+
+	void set_dof_blur_near_transition(float p_distance);
+	float get_dof_blur_near_transition() const;
+
+	void set_dof_blur_amount(float p_amount);
+	float get_dof_blur_amount() const;
+
+	void set_dof_blur_quality(DOFBlurQuality p_quality);
+	DOFBlurQuality get_dof_blur_quality() const;
+
+	void set_override_exposure_enabled(bool p_enabled);
+	bool is_override_exposure_enabled() const;
+
+	void set_override_exposure(float p_exposure);
+	float get_override_exposure() const;
+
+	virtual RID get_rid() const;
+
+	CameraEffects();
+	~CameraEffects();
+};
+
+VARIANT_ENUM_CAST(CameraEffects::DOFBlurQuality)
+
 #endif // ENVIRONMENT_H

+ 17 - 0
scene/resources/world.cpp

@@ -306,6 +306,20 @@ Ref<Environment> World::get_fallback_environment() const {
 	return fallback_environment;
 }
 
+void World::set_camera_effects(const Ref<CameraEffects> &p_camera_effects) {
+
+	camera_effects = p_camera_effects;
+	if (camera_effects.is_valid())
+		VS::get_singleton()->scenario_set_camera_effects(scenario, camera_effects->get_rid());
+	else
+		VS::get_singleton()->scenario_set_camera_effects(scenario, RID());
+}
+
+Ref<CameraEffects> World::get_camera_effects() const {
+
+	return camera_effects;
+}
+
 PhysicsDirectSpaceState *World::get_direct_space_state() {
 
 	return PhysicsServer::get_singleton()->space_get_direct_state(space);
@@ -326,9 +340,12 @@ void World::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("get_environment"), &World::get_environment);
 	ClassDB::bind_method(D_METHOD("set_fallback_environment", "env"), &World::set_fallback_environment);
 	ClassDB::bind_method(D_METHOD("get_fallback_environment"), &World::get_fallback_environment);
+	ClassDB::bind_method(D_METHOD("set_camera_effects", "env"), &World::set_camera_effects);
+	ClassDB::bind_method(D_METHOD("get_camera_effects"), &World::get_camera_effects);
 	ClassDB::bind_method(D_METHOD("get_direct_space_state"), &World::get_direct_space_state);
 	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment"), "set_environment", "get_environment");
 	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "fallback_environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment"), "set_fallback_environment", "get_fallback_environment");
+	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "camera_effects", PROPERTY_HINT_RESOURCE_TYPE, "CameraEffects"), "set_camera_effects", "get_camera_effects");
 	ADD_PROPERTY(PropertyInfo(Variant::_RID, "space", PROPERTY_HINT_NONE, "", 0), "", "get_space");
 	ADD_PROPERTY(PropertyInfo(Variant::_RID, "scenario", PROPERTY_HINT_NONE, "", 0), "", "get_scenario");
 	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "direct_space_state", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsDirectSpaceState", 0), "", "get_direct_space_state");

+ 4 - 0
scene/resources/world.h

@@ -50,6 +50,7 @@ private:
 	SpatialIndexer *indexer;
 	Ref<Environment> environment;
 	Ref<Environment> fallback_environment;
+	Ref<CameraEffects> camera_effects;
 
 protected:
 	static void _bind_methods();
@@ -77,6 +78,9 @@ public:
 	void set_fallback_environment(const Ref<Environment> &p_environment);
 	Ref<Environment> get_fallback_environment() const;
 
+	void set_camera_effects(const Ref<CameraEffects> &p_camera_effects);
+	Ref<CameraEffects> get_camera_effects() const;
+
 	void get_camera_list(List<Camera *> *r_cameras);
 
 	PhysicsDirectSpaceState *get_direct_space_state();

+ 6 - 3
servers/visual/rasterizer.h

@@ -75,8 +75,6 @@ public:
 	virtual void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id) = 0;
 #endif
 
-	virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) = 0;
-	virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) = 0;
 	virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) = 0;
 	virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) = 0;
 
@@ -95,6 +93,11 @@ public:
 	virtual VS::EnvironmentBG environment_get_background(RID p_env) const = 0;
 	virtual int environment_get_canvas_max_layer(RID p_env) const = 0;
 
+	virtual RID camera_effects_create() = 0;
+
+	virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount, VS::DOFBlurQuality p_quality) = 0;
+	virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) = 0;
+
 	struct InstanceBase;
 
 	struct InstanceDependency {
@@ -240,7 +243,7 @@ public:
 	virtual bool gi_probe_needs_update(RID p_probe) const = 0;
 	virtual void gi_probe_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, int p_dynamic_object_count, InstanceBase **p_dynamic_objects) = 0;
 
-	virtual void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) = 0;
+	virtual void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) = 0;
 
 	virtual void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) = 0;
 	virtual void render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region) = 0;

+ 80 - 0
servers/visual/rasterizer_rd/rasterizer_effects_rd.cpp

@@ -406,6 +406,70 @@ void RasterizerEffectsRD::luminance_reduction(RID p_source_texture, const Size2i
 	RD::get_singleton()->compute_list_end();
 }
 
+void RasterizerEffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i &p_base_texture_size, RID p_bokeh_texture, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, VS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) {
+
+	bokeh.push_constant.blur_far_active = p_dof_far;
+	bokeh.push_constant.blur_far_begin = p_dof_far_begin;
+	bokeh.push_constant.blur_far_end = p_dof_far_begin + p_dof_far_size;
+
+	bokeh.push_constant.blur_near_active = p_dof_near;
+	bokeh.push_constant.blur_near_begin = p_dof_near_begin;
+	bokeh.push_constant.blur_near_end = MAX(0, p_dof_near_begin - p_dof_near_size);
+
+	bokeh.push_constant.size[0] = p_base_texture_size.x;
+	bokeh.push_constant.size[1] = p_base_texture_size.y;
+
+	bokeh.push_constant.z_near = p_cam_znear;
+	bokeh.push_constant.z_far = p_cam_zfar;
+	bokeh.push_constant.orthogonal = p_cam_orthogonal;
+	bokeh.push_constant.blur_size = p_bokeh_size;
+	bokeh.push_constant.blur_scale = 0.5;
+
+	RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_GEN_BLUR_SIZE]);
+
+	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0);
+	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_texture), 1);
+
+	RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+	int32_t x_groups = (p_base_texture_size.x - 1) / 8 + 1;
+	int32_t y_groups = (p_base_texture_size.y - 1) / 8 + 1;
+
+	RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+	RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_GEN_BOKEH]);
+
+	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_bokeh_texture), 0);
+	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_texture), 1);
+	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_base_texture), 2);
+
+	RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+	x_groups = ((p_base_texture_size.x >> 1) - 1) / 8 + 1;
+	y_groups = ((p_base_texture_size.y >> 1) - 1) / 8 + 1;
+
+	RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+	RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_COMPOSITE]);
+
+	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0);
+	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_bokeh_texture), 1);
+
+	RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+	x_groups = (p_base_texture_size.x - 1) / 8 + 1;
+	y_groups = (p_base_texture_size.y - 1) / 8 + 1;
+
+	RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+	RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+	RD::get_singleton()->compute_list_end();
+}
+
 RasterizerEffectsRD::RasterizerEffectsRD() {
 
 	{
@@ -511,6 +575,22 @@ RasterizerEffectsRD::RasterizerEffectsRD() {
 		}
 	}
 
+	{
+		// Initialize bokeh
+		Vector<String> bokeh_modes;
+		bokeh_modes.push_back("\n#define MODE_GEN_BLUR_SIZE\n");
+		bokeh_modes.push_back("\n#define MODE_GEN_BOKEH\n");
+		bokeh_modes.push_back("\n#define MODE_COMPOSITE_BOKEH\n");
+
+		bokeh.shader.initialize(bokeh_modes);
+
+		bokeh.shader_version = bokeh.shader.version_create();
+
+		for (int i = 0; i < BOKEH_MAX; i++) {
+			bokeh.pipelines[i] = RD::get_singleton()->compute_pipeline_create(bokeh.shader.version_get_shader(bokeh.shader_version, i));
+		}
+	}
+
 	RD::SamplerState sampler;
 	sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR;
 	sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;

+ 37 - 0
servers/visual/rasterizer_rd/rasterizer_effects_rd.h

@@ -34,11 +34,13 @@
 #include "core/math/camera_matrix.h"
 #include "render_pipeline_vertex_format_cache_rd.h"
 #include "servers/visual/rasterizer_rd/shaders/blur.glsl.gen.h"
+#include "servers/visual/rasterizer_rd/shaders/bokeh_dof.glsl.gen.h"
 #include "servers/visual/rasterizer_rd/shaders/copy.glsl.gen.h"
 #include "servers/visual/rasterizer_rd/shaders/cubemap_roughness.glsl.gen.h"
 #include "servers/visual/rasterizer_rd/shaders/luminance_reduce.glsl.gen.h"
 #include "servers/visual/rasterizer_rd/shaders/sky.glsl.gen.h"
 #include "servers/visual/rasterizer_rd/shaders/tonemap.glsl.gen.h"
+
 #include "servers/visual_server.h"
 
 class RasterizerEffectsRD {
@@ -221,6 +223,40 @@ class RasterizerEffectsRD {
 		RenderPipelineVertexFormatCacheRD pipelines[COPY_MODE_MAX];
 	} copy;
 
+	struct BokehPushConstant {
+		uint32_t size[2];
+		float z_far;
+		float z_near;
+
+		uint32_t orthogonal;
+		float blur_size;
+		float blur_scale;
+		uint32_t pad;
+
+		uint32_t blur_near_active;
+		float blur_near_begin;
+		float blur_near_end;
+		uint32_t blur_far_active;
+		float blur_far_begin;
+		float blur_far_end;
+		uint32_t pad2[2];
+	};
+
+	enum BokehMode {
+		BOKEH_GEN_BLUR_SIZE,
+		BOKEH_GEN_BOKEH,
+		BOKEH_COMPOSITE,
+		BOKEH_MAX
+	};
+
+	struct Bokeh {
+
+		BokehPushConstant push_constant;
+		BokehDofShaderRD shader;
+		RID shader_version;
+		RID pipelines[BOKEH_MAX];
+	} bokeh;
+
 	RID default_sampler;
 	RID default_mipmap_sampler;
 	RID index_buffer;
@@ -248,6 +284,7 @@ public:
 	void make_mipmap(RID p_source_rd_texture, RID p_framebuffer_half, const Vector2 &p_pixel_size);
 	void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_rect, float p_z_near, float p_z_far, float p_bias, bool p_dp_flip);
 	void luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
+	void bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i &p_base_texture_size, RID p_bokeh_texture, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, VS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
 
 	struct TonemapSettings {
 

+ 3 - 26
servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.cpp

@@ -535,30 +535,16 @@ void RasterizerSceneForwardRD::RenderBufferDataForward::clear() {
 		RD::get_singleton()->free(color_fb);
 		color_fb = RID();
 	}
-
-	if (depth.is_valid()) {
-		RD::get_singleton()->free(depth);
-		depth = RID();
-	}
 }
 
-void RasterizerSceneForwardRD::RenderBufferDataForward::configure(RID p_color_buffer, int p_width, int p_height, VS::ViewportMSAA p_msaa) {
+void RasterizerSceneForwardRD::RenderBufferDataForward::configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, VS::ViewportMSAA p_msaa) {
 	clear();
 
 	width = p_width;
 	height = p_height;
 
 	color = p_color_buffer;
-
-	{
-		RD::TextureFormat tf;
-		tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
-		tf.width = p_width;
-		tf.height = p_height;
-		tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
-
-		depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
-	}
+	depth = p_depth_buffer;
 
 	{
 		Vector<RID> fb;
@@ -1625,7 +1611,7 @@ void RasterizerSceneForwardRD::_setup_lights(RID *p_light_cull_result, int p_lig
 	}
 }
 
-void RasterizerSceneForwardRD::_render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color) {
+void RasterizerSceneForwardRD::_render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color) {
 
 	RenderBufferDataForward *render_buffer = NULL;
 	if (p_render_buffer.is_valid()) {
@@ -1855,15 +1841,6 @@ void RasterizerSceneForwardRD::_render_scene(RID p_render_buffer, const Transfor
 		}
 	}
 #endif
-	if (p_reflection_probe.is_valid()) {
-		//was rendering a probe, so do no more
-		return;
-	}
-
-	RENDER_TIMESTAMP("Tonemap");
-
-	render_buffers_post_process_and_tonemap(p_render_buffer, p_environment);
-	render_buffers_debug_draw(p_render_buffer, p_shadow_atlas);
 
 #if 0
 	_post_process(env, p_cam_projection);

+ 2 - 2
servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.h

@@ -195,7 +195,7 @@ class RasterizerSceneForwardRD : public RasterizerSceneRD {
 		int width, height;
 
 		void clear();
-		virtual void configure(RID p_color_buffer, int p_width, int p_height, VS::ViewportMSAA p_msaa);
+		virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, VS::ViewportMSAA p_msaa);
 
 		~RenderBufferDataForward();
 	};
@@ -538,7 +538,7 @@ class RasterizerSceneForwardRD : public RasterizerSceneRD {
 	void _draw_sky(RD::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_fb_format, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, float p_alpha);
 
 protected:
-	virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color);
+	virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color);
 	virtual void _render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip);
 	virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region);
 

+ 74 - 7
servers/visual/rasterizer_rd/rasterizer_scene_rd.cpp

@@ -1117,6 +1117,36 @@ int RasterizerSceneRD::get_directional_light_shadow_size(RID p_light_intance) {
 
 //////////////////////////////////////////////////
 
+RID RasterizerSceneRD::camera_effects_create() {
+
+	return camera_effects_owner.make_rid(CameraEffects());
+}
+
+void RasterizerSceneRD::camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount, VS::DOFBlurQuality p_quality) {
+	CameraEffects *camfx = camera_effects_owner.getornull(p_camera_effects);
+	ERR_FAIL_COND(!camfx);
+
+	camfx->dof_blur_far_enabled = p_far_enable;
+	camfx->dof_blur_far_distance = p_far_distance;
+	camfx->dof_blur_far_transition = p_far_transition;
+
+	camfx->dof_blur_near_enabled = p_near_enable;
+	camfx->dof_blur_near_distance = p_near_distance;
+	camfx->dof_blur_near_transition = p_near_transition;
+
+	camfx->dof_blur_quality = p_quality;
+	camfx->dof_blur_amount = p_amount;
+}
+
+void RasterizerSceneRD::camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) {
+
+	CameraEffects *camfx = camera_effects_owner.getornull(p_camera_effects);
+	ERR_FAIL_COND(!camfx);
+
+	camfx->override_exposure_enabled = p_enable;
+	camfx->override_exposure = p_exposure;
+}
+
 RID RasterizerSceneRD::light_instance_create(RID p_light) {
 
 	RID li = light_instance_owner.make_rid(LightInstance());
@@ -2172,7 +2202,7 @@ void RasterizerSceneRD::_allocate_blur_textures(RenderBuffers *rb) {
 	tf.width = rb->width;
 	tf.height = rb->height;
 	tf.type = RD::TEXTURE_TYPE_2D;
-	tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+	tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
 	tf.mipmaps = mipmaps_required;
 
 	rb->blur[0].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
@@ -2254,6 +2284,12 @@ void RasterizerSceneRD::_free_render_buffer_data(RenderBuffers *rb) {
 
 	if (rb->texture.is_valid()) {
 		RD::get_singleton()->free(rb->texture);
+		rb->texture = RID();
+	}
+
+	if (rb->depth_texture.is_valid()) {
+		RD::get_singleton()->free(rb->depth_texture);
+		rb->depth_texture = RID();
 	}
 
 	for (int i = 0; i < 2; i++) {
@@ -2279,16 +2315,27 @@ void RasterizerSceneRD::_free_render_buffer_data(RenderBuffers *rb) {
 	}
 }
 
-void RasterizerSceneRD::render_buffers_post_process_and_tonemap(RID p_render_buffers, RID p_environment) {
+void RasterizerSceneRD::_render_buffers_post_process_and_tonemap(RID p_render_buffers, RID p_environment, RID p_camera_effects, const CameraMatrix &p_projection) {
 
 	RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
 	ERR_FAIL_COND(!rb);
 
 	Environent *env = environment_owner.getornull(p_environment);
 	//glow (if enabled)
+	CameraEffects *camfx = camera_effects_owner.getornull(p_camera_effects);
 
 	bool can_use_effects = rb->width >= 8 && rb->height >= 8;
 
+	if (can_use_effects && camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0) {
+
+		if (rb->blur[0].texture.is_null()) {
+			_allocate_blur_textures(rb);
+		}
+
+		float bokeh_size = camfx->dof_blur_amount * 20.0;
+		storage->get_effects()->bokeh_dof(rb->texture, rb->depth_texture, Size2i(rb->width, rb->height), rb->blur[1].mipmaps[0].texture, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, camfx->dof_blur_quality, p_projection.get_z_near(), p_projection.get_z_far(), p_projection.is_orthogonal());
+	}
+
 	if (can_use_effects && env && env->auto_exposure) {
 
 		if (rb->luminance.current.is_null()) {
@@ -2388,7 +2435,7 @@ void RasterizerSceneRD::render_buffers_post_process_and_tonemap(RID p_render_buf
 	storage->render_target_disable_clear_request(rb->render_target);
 }
 
-void RasterizerSceneRD::render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas) {
+void RasterizerSceneRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas) {
 	RasterizerEffectsRD *effects = storage->get_effects();
 
 	RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
@@ -2443,12 +2490,22 @@ void RasterizerSceneRD::render_buffers_configure(RID p_render_buffers, RID p_ren
 		tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
 		tf.width = rb->width;
 		tf.height = rb->height;
-		tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+		tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
 
 		rb->texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
 	}
 
-	rb->data->configure(rb->texture, p_width, p_height, p_msaa);
+	{
+		RD::TextureFormat tf;
+		tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
+		tf.width = p_width;
+		tf.height = p_height;
+		tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
+
+		rb->depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+	}
+
+	rb->data->configure(rb->texture, rb->depth_texture, p_width, p_height, p_msaa);
 }
 
 int RasterizerSceneRD::get_roughness_layers() const {
@@ -2465,7 +2522,7 @@ RasterizerSceneRD::RenderBufferData *RasterizerSceneRD::render_buffers_get_data(
 	return rb->data;
 }
 
-void RasterizerSceneRD::render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {
+void RasterizerSceneRD::render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {
 
 	Color clear_color;
 	if (p_render_buffers.is_valid()) {
@@ -2476,7 +2533,14 @@ void RasterizerSceneRD::render_scene(RID p_render_buffers, const Transform &p_ca
 		clear_color = storage->get_default_clear_color();
 	}
 
-	_render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_ortogonal, p_cull_result, p_cull_count, p_light_cull_result, p_light_cull_count, p_reflection_probe_cull_result, p_reflection_probe_cull_count, p_gi_probe_cull_result, p_gi_probe_cull_count, p_environment, p_shadow_atlas, p_reflection_atlas, p_reflection_probe, p_reflection_probe_pass, clear_color);
+	_render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_ortogonal, p_cull_result, p_cull_count, p_light_cull_result, p_light_cull_count, p_reflection_probe_cull_result, p_reflection_probe_cull_count, p_gi_probe_cull_result, p_gi_probe_cull_count, p_environment, p_camera_effects, p_shadow_atlas, p_reflection_atlas, p_reflection_probe, p_reflection_probe_pass, clear_color);
+
+	if (p_render_buffers.is_valid()) {
+		RENDER_TIMESTAMP("Tonemap");
+
+		_render_buffers_post_process_and_tonemap(p_render_buffers, p_environment, p_camera_effects, p_cam_projection);
+		_render_buffers_debug_draw(p_render_buffers, p_shadow_atlas);
+	}
 }
 
 void RasterizerSceneRD::render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) {
@@ -2670,6 +2734,9 @@ bool RasterizerSceneRD::free(RID p_rid) {
 	} else if (environment_owner.owns(p_rid)) {
 		//not much to delete, just free it
 		environment_owner.free(p_rid);
+	} else if (camera_effects_owner.owns(p_rid)) {
+		//not much to delete, just free it
+		camera_effects_owner.free(p_rid);
 	} else if (reflection_atlas_owner.owns(p_rid)) {
 		reflection_atlas_set_size(p_rid, 0, 0);
 		reflection_atlas_owner.free(p_rid);

+ 34 - 7
servers/visual/rasterizer_rd/rasterizer_scene_rd.h

@@ -49,12 +49,12 @@ public:
 protected:
 	struct RenderBufferData {
 
-		virtual void configure(RID p_color_buffer, int p_width, int p_height, VS::ViewportMSAA p_msaa) = 0;
+		virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, VS::ViewportMSAA p_msaa) = 0;
 		virtual ~RenderBufferData() {}
 	};
 	virtual RenderBufferData *_create_render_buffer_data() = 0;
 
-	virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_color) = 0;
+	virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_color) = 0;
 	virtual void _render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool use_dp_flip) = 0;
 	virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region) = 0;
 
@@ -487,6 +487,28 @@ private:
 
 	mutable RID_Owner<Environent> environment_owner;
 
+	/* CAMERA EFFECTS */
+
+	struct CameraEffects {
+
+		bool dof_blur_far_enabled = false;
+		float dof_blur_far_distance = 10;
+		float dof_blur_far_transition = 5;
+
+		bool dof_blur_near_enabled = false;
+		float dof_blur_near_distance = 2;
+		float dof_blur_near_transition = 1;
+
+		float dof_blur_amount = 0.1;
+
+		VS::DOFBlurQuality dof_blur_quality = VS::DOF_BLUR_QUALITY_MEDIUM;
+
+		bool override_exposure_enabled = false;
+		float override_exposure = 1;
+	};
+
+	mutable RID_Owner<CameraEffects> camera_effects_owner;
+
 	/* RENDER BUFFERS */
 
 	struct RenderBuffers {
@@ -499,6 +521,7 @@ private:
 		uint64_t auto_exposure_version = 1;
 
 		RID texture; //main texture for rendering to, must be filled after done rendering
+		RID depth_texture; //main depth texture
 
 		//built-in textures used for ping pong image processing and blurring
 		struct Blur {
@@ -529,6 +552,9 @@ private:
 	void _allocate_blur_textures(RenderBuffers *rb);
 	void _allocate_luminance_textures(RenderBuffers *rb);
 
+	void _render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas);
+	void _render_buffers_post_process_and_tonemap(RID p_render_buffers, RID p_environment, RID p_camera_effects, const CameraMatrix &p_projection);
+
 	uint64_t scene_pass = 0;
 	uint64_t shadow_atlas_realloc_tolerance_msec = 500;
 
@@ -607,8 +633,6 @@ public:
 
 	bool is_environment(RID p_env) const;
 
-	void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) {}
-	void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) {}
 	void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale);
 
 	void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) {}
@@ -623,6 +647,11 @@ public:
 	void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) {}
 	void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) {}
 
+	virtual RID camera_effects_create();
+
+	virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount, VS::DOFBlurQuality p_quality);
+	virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure);
+
 	RID light_instance_create(RID p_light);
 	void light_instance_set_transform(RID p_light_instance, const Transform &p_transform);
 	void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0);
@@ -846,10 +875,8 @@ public:
 	void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, VS::ViewportMSAA p_msaa);
 
 	RID render_buffers_get_back_buffer_texture(RID p_render_buffers);
-	void render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas);
-	void render_buffers_post_process_and_tonemap(RID p_render_buffers, RID p_environment);
 
-	void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
+	void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_camera_effects, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
 
 	void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count);
 

+ 1 - 2
servers/visual/rasterizer_rd/shaders/SCsub

@@ -15,5 +15,4 @@ if 'RD_GLSL' in env['BUILDERS']:
     env.RD_GLSL('giprobe_debug.glsl');
     env.RD_GLSL('giprobe_sdf.glsl');
     env.RD_GLSL('luminance_reduce.glsl');
-
-
+    env.RD_GLSL('bokeh_dof.glsl');

+ 141 - 0
servers/visual/rasterizer_rd/shaders/bokeh_dof.glsl

@@ -0,0 +1,141 @@
+/* clang-format off */
+[compute]
+/* clang-format on */
+#version 450
+
+VERSION_DEFINES
+
+#define BLOCK_SIZE 8
+
+layout(local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE, local_size_z = 1) in;
+
+
+#ifdef MODE_GEN_BLUR_SIZE
+layout(rgba16f, set = 0, binding = 0) uniform restrict image2D color_image;
+layout(set = 1, binding = 0) uniform sampler2D source_depth;
+#endif
+
+#ifdef MODE_GEN_BOKEH
+layout(set = 2, binding = 0) uniform sampler2D color_texture;
+layout(set = 1, binding = 0) uniform sampler2D source_depth;
+layout(rgba16f, set = 0, binding = 0) uniform restrict writeonly image2D bokeh_image;
+#endif
+
+#ifdef MODE_COMPOSITE_BOKEH
+layout(rgba16f, set = 0, binding = 0) uniform restrict image2D color_image;
+layout(set = 1, binding = 0) uniform sampler2D source_bokeh;
+#endif
+
+
+
+
+layout(push_constant, binding = 1, std430) uniform Params {
+	ivec2 size;
+	float z_far;
+	float z_near;
+
+	bool orthogonal;
+	float blur_size;
+	float blur_scale;
+	uint pad;
+
+	bool blur_near_active;
+	float blur_near_begin;
+	float blur_near_end;
+	bool blur_far_active;
+	float blur_far_begin;
+	float blur_far_end;
+	uint pad2[2];
+
+} params;
+
+#ifndef MODE_COMPOSITE_BOKEH
+
+float get_depth_at_pos(vec2 uv) {
+	float depth = textureLod(source_depth,uv,0.0).x;
+	if (params.orthogonal) {
+		depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
+	} else {
+		depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
+	}
+	return depth;
+}
+
+float get_blur_size(float depth) {
+
+	if (params.blur_near_active && depth < params.blur_near_begin) {
+		return smoothstep(params.blur_near_end,params.blur_near_begin,depth) * params.blur_size;
+	}
+
+	if (params.blur_far_active && depth > params.blur_far_begin) {
+		return smoothstep(params.blur_far_begin,params.blur_far_end,depth) * params.blur_size;
+	}
+
+	return 0.0;
+}
+
+#endif
+
+const float GOLDEN_ANGLE = 2.39996323;
+
+void main() {
+
+	ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
+
+	if (any(greaterThan(pos,params.size))) { //too large, do nothing
+		return;
+	}
+
+	vec2 uv = vec2(pos) / vec2(params.size);
+
+#ifdef MODE_GEN_BLUR_SIZE
+	//precompute size in alpha channel
+	float depth = get_depth_at_pos(uv);
+	float size = get_blur_size(depth);
+
+	vec4 color = imageLoad(color_image,pos);
+	color.a = size;
+	imageStore(color_image,pos,color);
+#endif
+
+#ifdef MODE_GEN_BOKEH
+
+	float depth = get_depth_at_pos(uv);
+	float size = get_blur_size(depth);
+	vec4 color = texture(color_texture,uv);
+	float accum = 1.0;
+	float radius = params.blur_scale;
+	vec2 pixel_size = 1.0/vec2(params.size);
+
+	for (float ang = 0.0; radius < params.blur_size; ang += GOLDEN_ANGLE) {
+
+		vec2 suv = uv + vec2(cos(ang), sin(ang)) * pixel_size * radius;
+		vec4 sample_color = texture(color_texture, suv);
+		float sample_depth = get_depth_at_pos(suv);
+		if (sample_depth > depth) {
+			sample_color.a = clamp(sample_color.a, 0.0, size*2.0);
+		}
+
+		float m = smoothstep(radius-0.5, radius+0.5, sample_color.a);
+		color += mix(color/accum, sample_color, m);
+		accum += 1.0;
+		radius += params.blur_size/radius;
+	}
+
+	color /= accum;
+
+	imageStore(bokeh_image,pos,color);
+#endif
+
+#ifdef MODE_COMPOSITE_BOKEH
+
+	vec4 color = imageLoad(color_image,pos);
+	vec4 bokeh = texture(source_bokeh,uv);
+	if (max(color.a,bokeh.a) > 0.5) { //there is some blur in this pixel, so use bokeh
+		color = bokeh;
+	}
+	color.a=0; //reset alpha
+	imageStore(color_image,pos,color);
+#endif
+
+}

+ 9 - 2
servers/visual/visual_server_raster.h

@@ -445,6 +445,7 @@ public:
 	BIND2(camera_set_transform, RID, const Transform &)
 	BIND2(camera_set_cull_mask, RID, uint32_t)
 	BIND2(camera_set_environment, RID, RID)
+	BIND2(camera_set_camera_effects, RID, RID)
 	BIND2(camera_set_use_vertical_aspect, RID, bool)
 
 #undef BINDBASE
@@ -526,8 +527,6 @@ public:
 	BIND7(environment_set_ssr, RID, bool, int, float, float, float, bool)
 	BIND13(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, const Color &, EnvironmentSSAOQuality, EnvironmentSSAOBlur, float)
 
-	BIND6(environment_set_dof_blur_near, RID, bool, float, float, float, EnvironmentDOFBlurQuality)
-	BIND6(environment_set_dof_blur_far, RID, bool, float, float, float, EnvironmentDOFBlurQuality)
 	BIND12(environment_set_glow, RID, bool, int, float, float, float, float, EnvironmentGlowBlendMode, float, float, float, bool)
 
 	BIND9(environment_set_tonemap, RID, EnvironmentToneMapper, float, float, bool, float, float, float, float)
@@ -538,6 +537,13 @@ public:
 	BIND7(environment_set_fog_depth, RID, bool, float, float, float, bool, float)
 	BIND5(environment_set_fog_height, RID, bool, float, float, float)
 
+	/* CAMERA EFFECTS */
+
+	BIND0R(RID, camera_effects_create)
+
+	BIND9(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float, DOFBlurQuality)
+	BIND3(camera_effects_set_custom_exposure, RID, bool, float)
+
 	/* SCENARIO API */
 
 #undef BINDBASE
@@ -547,6 +553,7 @@ public:
 
 	BIND2(scenario_set_debug, RID, ScenarioDebugMode)
 	BIND2(scenario_set_environment, RID, RID)
+	BIND2(scenario_set_camera_effects, RID, RID)
 	BIND2(scenario_set_fallback_environment, RID, RID)
 
 	/* INSTANCING API */

+ 31 - 11
servers/visual/visual_server_scene.cpp

@@ -96,6 +96,13 @@ void VisualServerScene::camera_set_environment(RID p_camera, RID p_env) {
 	camera->env = p_env;
 }
 
+void VisualServerScene::camera_set_camera_effects(RID p_camera, RID p_fx) {
+
+	Camera *camera = camera_owner.getornull(p_camera);
+	ERR_FAIL_COND(!camera);
+	camera->effects = p_fx;
+}
+
 void VisualServerScene::camera_set_use_vertical_aspect(RID p_camera, bool p_enable) {
 
 	Camera *camera = camera_owner.getornull(p_camera);
@@ -295,6 +302,13 @@ void VisualServerScene::scenario_set_environment(RID p_scenario, RID p_environme
 	scenario->environment = p_environment;
 }
 
+void VisualServerScene::scenario_set_camera_effects(RID p_scenario, RID p_camera_effects) {
+
+	Scenario *scenario = scenario_owner.getornull(p_scenario);
+	ERR_FAIL_COND(!scenario);
+	scenario->camera_effects = p_camera_effects;
+}
+
 void VisualServerScene::scenario_set_fallback_environment(RID p_scenario, RID p_environment) {
 
 	Scenario *scenario = scenario_owner.getornull(p_scenario);
@@ -1779,8 +1793,8 @@ void VisualServerScene::render_camera(RID p_render_buffers, RID p_camera, RID p_
 		} break;
 	}
 
-	_prepare_scene(camera->transform, camera_matrix, ortho, camera->env, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
-	_render_scene(p_render_buffers, camera->transform, camera_matrix, ortho, camera->env, p_scenario, p_shadow_atlas, RID(), -1);
+	_prepare_scene(camera->transform, camera_matrix, ortho, camera->env, camera->effects, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
+	_render_scene(p_render_buffers, camera->transform, camera_matrix, ortho, camera->env, camera->effects, p_scenario, p_shadow_atlas, RID(), -1);
 #endif
 }
 
@@ -1858,17 +1872,17 @@ void VisualServerScene::render_camera(RID p_render_buffers, Ref<ARVRInterface> &
 		mono_transform *= apply_z_shift;
 
 		// now prepare our scene with our adjusted transform projection matrix
-		_prepare_scene(mono_transform, combined_matrix, false, camera->env, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
+		_prepare_scene(mono_transform, combined_matrix, false, camera->env, camera->effects, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
 	} else if (p_eye == ARVRInterface::EYE_MONO) {
 		// For mono render, prepare as per usual
-		_prepare_scene(cam_transform, camera_matrix, false, camera->env, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
+		_prepare_scene(cam_transform, camera_matrix, false, camera->env, camera->effects, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
 	}
 
 	// And render our scene...
-	_render_scene(p_render_buffers, cam_transform, camera_matrix, false, camera->env, p_scenario, p_shadow_atlas, RID(), -1);
+	_render_scene(p_render_buffers, cam_transform, camera_matrix, false, camera->env, camera->effects, p_scenario, p_shadow_atlas, RID(), -1);
 };
 
-void VisualServerScene::_prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, bool p_using_shadows) {
+void VisualServerScene::_prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, bool p_using_shadows) {
 	// Note, in stereo rendering:
 	// - p_cam_transform will be a transform in the middle of our two eyes
 	// - p_cam_projection is a wider frustrum that encompasses both eyes
@@ -2207,7 +2221,7 @@ void VisualServerScene::_prepare_scene(const Transform p_cam_transform, const Ca
 	}
 }
 
-void VisualServerScene::_render_scene(RID p_render_buffers, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {
+void VisualServerScene::_render_scene(RID p_render_buffers, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, RID p_force_camera_effects, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {
 
 	Scenario *scenario = scenario_owner.getornull(p_scenario);
 
@@ -2221,10 +2235,16 @@ void VisualServerScene::_render_scene(RID p_render_buffers, const Transform p_ca
 	else
 		environment = scenario->fallback_environment;
 
+	RID camera_effects;
+	if (p_force_camera_effects.is_valid()) {
+		camera_effects = p_force_camera_effects;
+	} else {
+		camera_effects = scenario->camera_effects;
+	}
 	/* PROCESS GEOMETRY AND DRAW SCENE */
 
 	RENDER_TIMESTAMP("Render Scene ");
-	VSG::scene_render->render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_orthogonal, (RasterizerScene::InstanceBase **)instance_cull_result, instance_cull_count, light_instance_cull_result, light_cull_count + directional_light_count, reflection_probe_instance_cull_result, reflection_probe_cull_count, gi_probe_instance_cull_result, gi_probe_cull_count, environment, p_shadow_atlas, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass);
+	VSG::scene_render->render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_orthogonal, (RasterizerScene::InstanceBase **)instance_cull_result, instance_cull_count, light_instance_cull_result, light_cull_count + directional_light_count, reflection_probe_instance_cull_result, reflection_probe_cull_count, gi_probe_instance_cull_result, gi_probe_cull_count, environment, camera_effects, p_shadow_atlas, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass);
 }
 
 void VisualServerScene::render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas) {
@@ -2239,7 +2259,7 @@ void VisualServerScene::render_empty_scene(RID p_render_buffers, RID p_scenario,
 	else
 		environment = scenario->fallback_environment;
 	RENDER_TIMESTAMP("Render Empty Scene ");
-	VSG::scene_render->render_scene(p_render_buffers, Transform(), CameraMatrix(), true, NULL, 0, NULL, 0, NULL, 0, NULL, 0, environment, p_shadow_atlas, scenario->reflection_atlas, RID(), 0);
+	VSG::scene_render->render_scene(p_render_buffers, Transform(), CameraMatrix(), true, NULL, 0, NULL, 0, NULL, 0, NULL, 0, environment, RID(), p_shadow_atlas, scenario->reflection_atlas, RID(), 0);
 #endif
 }
 
@@ -2304,8 +2324,8 @@ bool VisualServerScene::_render_reflection_probe_step(Instance *p_instance, int
 		}
 
 		RENDER_TIMESTAMP("Render Reflection Probe, Step " + itos(p_step));
-		_prepare_scene(xform, cm, false, RID(), VSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, use_shadows);
-		_render_scene(RID(), xform, cm, false, RID(), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, p_step);
+		_prepare_scene(xform, cm, false, RID(), RID(), VSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, use_shadows);
+		_render_scene(RID(), xform, cm, false, RID(), RID(), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, p_step);
 
 	} else {
 		//do roughness postprocess step until it believes it's done

+ 6 - 2
servers/visual/visual_server_scene.h

@@ -74,6 +74,7 @@ public:
 		uint32_t visible_layers;
 		bool vaspect;
 		RID env;
+		RID effects;
 
 		Transform transform;
 
@@ -99,6 +100,7 @@ public:
 	virtual void camera_set_transform(RID p_camera, const Transform &p_transform);
 	virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers);
 	virtual void camera_set_environment(RID p_camera, RID p_env);
+	virtual void camera_set_camera_effects(RID p_camera, RID p_fx);
 	virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable);
 
 	/* SCENARIO API */
@@ -115,6 +117,7 @@ public:
 		List<Instance *> directional_lights;
 		RID environment;
 		RID fallback_environment;
+		RID camera_effects;
 		RID reflection_probe_shadow_atlas;
 		RID reflection_atlas;
 
@@ -132,6 +135,7 @@ public:
 
 	virtual void scenario_set_debug(RID p_scenario, VS::ScenarioDebugMode p_debug_mode);
 	virtual void scenario_set_environment(RID p_scenario, RID p_environment);
+	virtual void scenario_set_camera_effects(RID p_scenario, RID p_fx);
 	virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment);
 	virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count);
 
@@ -418,8 +422,8 @@ public:
 	_FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_shadow_atlas, Scenario *p_scenario);
 
 	bool _render_reflection_probe_step(Instance *p_instance, int p_step);
-	void _prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, bool p_using_shadows = true);
-	void _render_scene(RID p_render_buffers, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
+	void _prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, bool p_using_shadows = true);
+	void _render_scene(RID p_render_buffers, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, RID p_force_camera_effects, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
 	void render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas);
 
 	void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas);

+ 1 - 0
servers/visual/visual_server_wrap_mt.cpp

@@ -153,6 +153,7 @@ void VisualServerWrapMT::finish() {
 	camera_free_cached_ids();
 	viewport_free_cached_ids();
 	environment_free_cached_ids();
+	camera_effects_free_cached_ids();
 	scenario_free_cached_ids();
 	instance_free_cached_ids();
 	canvas_free_cached_ids();

+ 13 - 4
servers/visual/visual_server_wrap_mt.h

@@ -363,6 +363,7 @@ public:
 	FUNC2(camera_set_transform, RID, const Transform &)
 	FUNC2(camera_set_cull_mask, RID, uint32_t)
 	FUNC2(camera_set_environment, RID, RID)
+	FUNC2(camera_set_camera_effects, RID, RID)
 	FUNC2(camera_set_use_vertical_aspect, RID, bool)
 
 	/* VIEWPORT TARGET API */
@@ -440,8 +441,6 @@ public:
 	FUNC7(environment_set_ssr, RID, bool, int, float, float, float, bool)
 	FUNC13(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, const Color &, EnvironmentSSAOQuality, EnvironmentSSAOBlur, float)
 
-	FUNC6(environment_set_dof_blur_near, RID, bool, float, float, float, EnvironmentDOFBlurQuality)
-	FUNC6(environment_set_dof_blur_far, RID, bool, float, float, float, EnvironmentDOFBlurQuality)
 	FUNC12(environment_set_glow, RID, bool, int, float, float, float, float, EnvironmentGlowBlendMode, float, float, float, bool)
 
 	FUNC9(environment_set_tonemap, RID, EnvironmentToneMapper, float, float, bool, float, float, float, float)
@@ -452,10 +451,16 @@ public:
 	FUNC7(environment_set_fog_depth, RID, bool, float, float, float, bool, float)
 	FUNC5(environment_set_fog_height, RID, bool, float, float, float)
 
+	FUNCRID(camera_effects)
+
+	FUNC9(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float, DOFBlurQuality)
+	FUNC3(camera_effects_set_custom_exposure, RID, bool, float)
+
 	FUNCRID(scenario)
 
 	FUNC2(scenario_set_debug, RID, ScenarioDebugMode)
 	FUNC2(scenario_set_environment, RID, RID)
+	FUNC2(scenario_set_camera_effects, RID, RID)
 	FUNC2(scenario_set_fallback_environment, RID, RID)
 
 	/* INSTANCING API */
@@ -624,8 +629,12 @@ public:
 
 	FUNC1(set_debug_generate_wireframes, bool)
 
-	virtual bool has_feature(Features p_feature) const { return visual_server->has_feature(p_feature); }
-	virtual bool has_os_feature(const String &p_feature) const { return visual_server->has_os_feature(p_feature); }
+	virtual bool has_feature(Features p_feature) const {
+		return visual_server->has_feature(p_feature);
+	}
+	virtual bool has_os_feature(const String &p_feature) const {
+		return visual_server->has_os_feature(p_feature);
+	}
 
 	FUNC1(call_set_use_vsync, bool)
 

+ 3 - 5
servers/visual_server.cpp

@@ -1821,8 +1821,6 @@ void VisualServer::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("environment_set_bg_energy", "env", "energy"), &VisualServer::environment_set_bg_energy);
 	ClassDB::bind_method(D_METHOD("environment_set_canvas_max_layer", "env", "max_layer"), &VisualServer::environment_set_canvas_max_layer);
 	ClassDB::bind_method(D_METHOD("environment_set_ambient_light", "env", "color", "energy", "sky_contibution"), &VisualServer::environment_set_ambient_light, DEFVAL(1.0), DEFVAL(0.0));
-	ClassDB::bind_method(D_METHOD("environment_set_dof_blur_near", "env", "enable", "distance", "transition", "far_amount", "quality"), &VisualServer::environment_set_dof_blur_near);
-	ClassDB::bind_method(D_METHOD("environment_set_dof_blur_far", "env", "enable", "distance", "transition", "far_amount", "quality"), &VisualServer::environment_set_dof_blur_far);
 	ClassDB::bind_method(D_METHOD("environment_set_glow", "env", "enable", "level_flags", "intensity", "strength", "bloom_threshold", "blend_mode", "hdr_bleed_threshold", "hdr_bleed_scale", "hdr_luminance_cap", "bicubic_upscale"), &VisualServer::environment_set_glow);
 	ClassDB::bind_method(D_METHOD("environment_set_tonemap", "env", "tone_mapper", "exposure", "white", "auto_exposure", "min_luminance", "max_luminance", "auto_exp_speed", "auto_exp_grey"), &VisualServer::environment_set_tonemap);
 	ClassDB::bind_method(D_METHOD("environment_set_adjustment", "env", "enable", "brightness", "contrast", "saturation", "ramp"), &VisualServer::environment_set_adjustment);
@@ -2177,9 +2175,9 @@ void VisualServer::_bind_methods() {
 	BIND_ENUM_CONSTANT(ENV_REFLECTION_SOURCE_DISABLED);
 	BIND_ENUM_CONSTANT(ENV_REFLECTION_SOURCE_SKY);
 
-	BIND_ENUM_CONSTANT(ENV_DOF_BLUR_QUALITY_LOW);
-	BIND_ENUM_CONSTANT(ENV_DOF_BLUR_QUALITY_MEDIUM);
-	BIND_ENUM_CONSTANT(ENV_DOF_BLUR_QUALITY_HIGH);
+	BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_LOW);
+	BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_MEDIUM);
+	BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_HIGH);
 
 	BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_ADDITIVE);
 	BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_SCREEN);

+ 16 - 14
servers/visual_server.h

@@ -565,6 +565,7 @@ public:
 	virtual void camera_set_transform(RID p_camera, const Transform &p_transform) = 0;
 	virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers) = 0;
 	virtual void camera_set_environment(RID p_camera, RID p_env) = 0;
+	virtual void camera_set_camera_effects(RID p_camera, RID p_camera_effects) = 0;
 	virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable) = 0;
 
 	/*
@@ -723,19 +724,6 @@ public:
 	virtual void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id) = 0;
 #endif
 
-	//set default SSAO options
-	//set default SSR options
-	//set default SSSSS options
-
-	enum EnvironmentDOFBlurQuality {
-		ENV_DOF_BLUR_QUALITY_LOW,
-		ENV_DOF_BLUR_QUALITY_MEDIUM,
-		ENV_DOF_BLUR_QUALITY_HIGH,
-	};
-
-	virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, EnvironmentDOFBlurQuality p_quality) = 0;
-	virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, EnvironmentDOFBlurQuality p_quality) = 0;
-
 	enum EnvironmentGlowBlendMode {
 		GLOW_BLEND_MODE_ADDITIVE,
 		GLOW_BLEND_MODE_SCREEN,
@@ -776,6 +764,19 @@ public:
 	virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) = 0;
 	virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) = 0;
 
+	/* CAMERA EFFECTS */
+
+	virtual RID camera_effects_create() = 0;
+
+	enum DOFBlurQuality {
+		DOF_BLUR_QUALITY_LOW,
+		DOF_BLUR_QUALITY_MEDIUM,
+		DOF_BLUR_QUALITY_HIGH,
+	};
+
+	virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount, DOFBlurQuality p_quality) = 0;
+	virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) = 0;
+
 	/* SCENARIO API */
 
 	virtual RID scenario_create() = 0;
@@ -791,6 +792,7 @@ public:
 	virtual void scenario_set_debug(RID p_scenario, ScenarioDebugMode p_debug_mode) = 0;
 	virtual void scenario_set_environment(RID p_scenario, RID p_environment) = 0;
 	virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment) = 0;
+	virtual void scenario_set_camera_effects(RID p_scenario, RID p_camera_effects) = 0;
 
 	/* INSTANCING API */
 
@@ -1119,11 +1121,11 @@ VARIANT_ENUM_CAST(VisualServer::ParticlesDrawOrder);
 VARIANT_ENUM_CAST(VisualServer::EnvironmentBG);
 VARIANT_ENUM_CAST(VisualServer::EnvironmentAmbientSource);
 VARIANT_ENUM_CAST(VisualServer::EnvironmentReflectionSource);
-VARIANT_ENUM_CAST(VisualServer::EnvironmentDOFBlurQuality);
 VARIANT_ENUM_CAST(VisualServer::EnvironmentGlowBlendMode);
 VARIANT_ENUM_CAST(VisualServer::EnvironmentToneMapper);
 VARIANT_ENUM_CAST(VisualServer::EnvironmentSSAOQuality);
 VARIANT_ENUM_CAST(VisualServer::EnvironmentSSAOBlur);
+VARIANT_ENUM_CAST(VisualServer::DOFBlurQuality);
 VARIANT_ENUM_CAST(VisualServer::InstanceFlags);
 VARIANT_ENUM_CAST(VisualServer::ShadowCastingSetting);
 VARIANT_ENUM_CAST(VisualServer::CanvasItemTextureFilter);