SSAO, DOF algorithm of Unity CinematicEffets(BETA)

SSAO

From  StandardAssets/Effect/CinematicEffects(BETA)/AmbientOcclusion/Resouces/AmbientOcclusion.shader

// Distance-based AO estimator based on Morgan 2011 http://goo.gl/2iz3P

DOF

From Standard Assets\Effects\CinematicEffects(BETA)\DepthOfField\DepthOfField.cs

// References :
//  This DOF implementation use ideas from public sources, a big thank to them :
//  http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
//  http://www.crytek.com/download/Sousa_Graphics_Gems_CryENGINE3.pdf
//  http://graphics.cs.williams.edu/papers/MedianShaderX6/
//  http://http.developer.nvidia.com/GPUGems/gpugems_ch24.html
//  http://vec3.ca/bicubic-filtering-in-fewer-taps/

SSR

/**
\author Michael Mara and Morgan McGuire, Casual Effects. 2015.
*/