Depth of field with a golden-angle bokeh gather
In your harnessGodot shaderMIT
Blur the scene by distance from a focus plane: a circle of confusion per pixel from the depth buffer and a gather of samples on a golden-angle spiral, weighted so sharp foreground edges do not smear.

What it takes and gives
- Shader type
- spatial
- Render modes
- unshaded, cull_disabled, depth_test_disabled, depth_draw_never, skip_vertex_transform, fog_disabled
- Parameters
- screen_texture (sampler2D), depth_texture (sampler2D), focus_distance (float = 2.4), focus_range (float = 0.4), blur_falloff (float = 2.5), max_blur_pixels (float = 9), samples (int = 32), show_focus (bool = no)
- Use it on
- A MeshInstance3D with a 2 x 2 QuadMesh,
material.tresas its material override and a large extra cull margin, as indemo.tscn. - Result
- The scene with the red sphere sharp and the far pillars and floor softly blurred.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/post_depth_of_field/
Limits. A gather approximation: out-of-focus foreground cannot spread over in-focus objects behind it (no scatter). Each sample reads depth again, so the cost is twice the sample count in texture reads. The pass reads Godot's screen texture after opaque geometry, so transparent objects drawn after it are not processed and its order among other transparent passes is not controlled.
Details
- Kind
- Godot shader
- Engine
- Godot 4.3 or later
- Files
- 11 files, 67.2 KB
- Licence
- MIT
- Declared effects
- reads files, runs commands
- Checked with
- Godot 4.7.2, opengl3 compatibility (Mesa llvmpipe, Xvfb)
- Checks
- contract static, engine run, engine log clean, shader in scene, capture written, render not uniform, shader changes pixels
- Techniques
- Circle of confusion from linear depth, Golden-angle (Vogel) disc sampling, Mutual radius weighting to limit bleeding
- Tags
- godot shader, spatial, post-process, depth of field, bokeh, blur, camera, full-screen
- Identity
library.supply.creative_originals.1d9926dccd4647888fb02b96.ed6c440395ffe804- Version
ed6c440395ffe804b3b02e413dcddb21bf78efc0a708ff3e834720ad5f95835d
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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