You do understand that theres actually nothing in this shader you need, for any purpose whatsoever. Even when you think you do you can easily do this all yourself.
for example taking the comments form the page
Difficult to set objects in mid-distance to be in focus
umm yes only if you dont use floating point depth that the buffer allready did for you. Besifdes why the hell ramp inbetween at all.
Settings not independend of camera clipping planes
Um no, actualy the floating point depth does not change form frame to frame due to clipping plane change. Well teh compositioning app might show you the depth normalized but thet doesnit mean the data is. its actually true distance and 10 usnits far away is allways the sabme value no metter what the clipping plane says.
Depth resolution a limiting factor
Umm no, its a floating point value. Offcourse if you act n tin the compa pplication and normalize it to 8 bit then offcourse, but if somebodsys doing teht then the shader dont help the error was done after the render.
dont trust your eyes, work on what the specs says is there.
Depth of Field difficult to animate
see number 2, well no it isnt, in fact ist much faster to do animation in comp than in mr. wich do you like instant feedback or rerender?
Only one single zDepth channel
Well yes that, but you can capture all the other effects here with that one channel, so in sanse you can generate all the other images with that channel.
So see this is shader that builds upon one of those things that could be called common knowlege of something matter that has a widespread misconception regrading z-depth the program produces.
This misconception springs form the fact that the buffers generated are encoded int somethings not usually seen in 2d applications (they are negative and unbounded), so people see the normalized image and thisnk gee it has thees problems which it off course hasnt got because iyts actually smarter then you think it is, your just relying on your eyes not what you have. Also incidenttaly adobe is one of these parties that didnt get it.
Second problem its radial, in distance however the camera of a 3d object works by trasofring teh imgae planary so the distance a 3d camera produces is not curved at all. Even if you wish it to be it isnt.. offfcourse if thets the effect you want its easily done n comp without rerender so you can get all the effects herein form one render. Without ever adjusting any shader values and rerender
also maya odes allow you to see trasparency trough zdepth
So basically this is a fix for a problem that does not exsist.
Oh ps i had a lapsus i menat the rayrc not maya,env you shouldnt need to edit rghe rayrc in maya 8.5 Also the mi's need identifiers. so all the intallation instructions are totaly obsolete too.