Initial commit: add all skills files

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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2026-04-10 16:52:49 +08:00
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# Camera & Lens Effects
## Use Cases
- Adding cinematic depth of field (bokeh blur)
- Motion blur for dynamic scenes
- Lens distortion and chromatic aberration
- Film grain and photographic realism
## Techniques
### 1. Depth of Field (Thin Lens Model)
Simulate camera aperture by jittering ray origins on a virtual lens disk:
```glsl
// For each sample:
vec2 lens = randomDisk(seed) * apertureSize; // random point on aperture
vec3 focalPoint = ro + rd * focalDistance; // point on focal plane
vec3 newRo = ro + cameraRight * lens.x + cameraUp * lens.y; // offset origin
vec3 newRd = normalize(focalPoint - newRo); // new ray toward focal point
// Accumulate multiple samples (16-64) for smooth bokeh
// Use with AA loop or temporal accumulation
// Disk sampling helper:
vec2 randomDisk(float seed) {
float angle = hash11(seed) * 6.2831853;
float radius = sqrt(hash11(seed + 1.0));
return vec2(cos(angle), sin(angle)) * radius;
}
```
Parameters:
- `apertureSize`: 0.0 = pinhole (sharp), 0.1-0.5 = visible bokeh
- `focalDistance`: distance to the in-focus plane
### 2. Post-Process Depth of Field (Single Pass)
Cheaper approximation using depth buffer blur:
```glsl
vec3 dofPostProcess(sampler2D colorTex, sampler2D depthTex, vec2 uv) {
float depth = texture(depthTex, uv).r;
float coc = abs(depth - focalDepth) * apertureSize; // circle of confusion
coc = clamp(coc, 0.0, maxBlur);
vec3 color = vec3(0.0);
float total = 0.0;
// 16-tap Poisson disk sampling
for (int i = 0; i < 16; i++) {
vec2 offset = poissonDisk[i] * coc / iResolution.xy;
color += texture(colorTex, uv + offset).rgb;
total += 1.0;
}
return color / total;
}
```
### 3. Motion Blur (Velocity-Based)
```glsl
// Simple radial motion blur (camera rotation)
vec3 motionBlur(vec2 uv, float amount) {
vec3 color = vec3(0.0);
vec2 center = vec2(0.5);
int samples = 8;
for (int i = 0; i < samples; i++) {
float t = float(i) / float(samples - 1) - 0.5;
vec2 sampleUV = mix(uv, center, t * amount);
color += texture(iChannel0, sampleUV).rgb;
}
return color / float(samples);
}
// Time-based motion blur for ray marching
// Sample multiple time offsets within the frame:
// float t_shutter = iTime + (hash11(seed) - 0.5) * shutterSpeed;
// Use t_shutter instead of iTime for scene animation
```
### 4. Lens Distortion
```glsl
// Barrel/pincushion distortion
vec2 lensDistortion(vec2 uv, float k1, float k2) {
vec2 centered = uv - 0.5;
float r2 = dot(centered, centered);
float distortion = 1.0 + k1 * r2 + k2 * r2 * r2;
return centered * distortion + 0.5;
// k1 > 0: pincushion, k1 < 0: barrel
}
```
### 5. Film Grain
```glsl
vec3 filmGrain(vec3 color, vec2 uv, float time, float intensity) {
float grain = hash12(uv * iResolution.xy + fract(time) * 1000.0) - 0.5;
// Apply more grain in darker areas (realistic film response)
float luminance = dot(color, vec3(0.299, 0.587, 0.114));
float grainAmount = intensity * (1.0 - luminance * 0.5);
return color + grain * grainAmount;
}
```
### 6. Vignette
```glsl
vec3 vignette(vec3 color, vec2 uv, float intensity, float smoothness) {
vec2 centered = uv - 0.5;
float dist = length(centered);
float vig = smoothstep(0.5, 0.5 - smoothness, dist);
return color * mix(1.0 - intensity, 1.0, vig);
}
```
→ For deeper details, see [reference/camera-effects.md](../reference/camera-effects.md)