Minema v3.7-ShaderSync
This update is brought to you by @Chryfi! It's focused mostly on ability to render depth map with higher precision (more than 8 bits of depth). 🥳 🎉
Note from @Chryfi: Unfortunately, I can not make GPU acceleration work for this, so people have to take in the cost of heavier performance.
- Added 16 and 32 bit depth buffer option
- 16 bit has 3 channels and 4 channels option. The 4 channel option will save the render distance or the custom depth buffer limit in the alpha channel so it can later be extracted and multiplied again to produce an accurate depth pass.
- 32 bit saves the depth buffer (already multiplied with render distance or custom limit) using planar format - the RGB channels are separate byte buffers instead of RGB per pixel as this is what most 32 bit capable image formats (like openEXR) use
- Added button to decide whether depth buffer should experience motion blur
- Added bit depth encoding parameters for further customisation - if you change the bit depth you have to reset the parameters to default or change them manually to adapt to the bit depth
- Added injection after CyclicEntry updates the text - change the default value of the depth buffer encoding parameters based on the bit depth chosen