Great job on the new release @The White Guardian! I'll look into Unity's post-processing myself some day when I have free time, but I want to ask a few more questions about post-processing, namely the DoF.
Like @Benji said above, DoF ought to be a dynamic system that sets the depth distance at a specified target. The target should be whatever's in the middle of the screen (something like how Minecraft shaders' DoF works). It'd be more interesting to see a target selection based on where the mouse is aiming at, ReShade (yet again) has an example of how that works, but I'd assume that's difficult to implement unless you have access to the shaders themselves. Also, is there bokeh support for the DoF? Currently, what I can see is that it just applies a general gaussian wherever is considered "out of focus", and while that is good enough I'd like to see some additional pizzazz by having the system highlight any points brighter than a given luminosity and applying bokeh to them.
Does a Sharpen shader exist? Sharpening on top of FXAA/TAA/SMAA helps to make the image nice and crisp without "jaggies", thus reducing the "softness" any anti-aliasing (especially FXAA, that algorithm tends to oversoften things) might bring about. (Extending off of this, I guess it'd be possible to import other post-processing suites that Unity has, right? All the fancy stuff like CTAA and all that on the forums.)
Last point, Alt+3 does "kill" all the effects, but it doesn't bring them back with another press. Is that an issue on my end? I do understand that scene changes should bring the effects back, but I don't really want to have to change scenes all the time.
Thanks for all your efforts, and good luck on the in-game GUI! Looking forward to it.