I’m not sure if this is something that’s not possible at the moment or a bug. When an object has blending or additive set the depth of field seems to be ignored.
Yes, same for SSR, SSAO and shadow casting (missing depth).
It’s more or less the same thing in every real time engine.
One workaround is to use dithered transparency, I’ll introduce it in next release.
It’s not perfect obviously, but you can see how it looks like for shadows here https://twitter.com/nomadsculpt/status/1398345830705160193
Okay. Look forward to the next update.
Just seen the refraction video on the Twitter page. Very nice!