Where a MapEffectsPass runs in the GPU chain, relative to the plugin's own depth of field. Either way it runs before every overlay effect, so bloom, grade, fog, edge blur, tint and vignette all read what it drew.
Where a MapEffectsPass runs in the GPU chain, relative to the plugin's own depth of field. Either way it runs before every overlay effect, so bloom, grade, fog, edge blur, tint and vignette all read what it drew.