Would using a PostProcess Cel Shader cause Depth of field and other PostProcess effects to be disabled?

No answers? Guess I’ll find another engine that supports Cel Shading and DoF at the same time… which is impossible…

Ones like this? I’m considering using this method in my game, but I want my game to take advantage of other PostFX so the game looks current gen and not like an upscaled PS3 game (example: any UE4 Dragonball game).