Use circular fade instead of linear fade for distance fade

This makes distance fade look the same regardless of the camera angle,
for all distance fade modes (Pixel Alpha, Pixel Dither, Object Dither).
Distance fade now behaves like fog in this regard.
This commit is contained in:
Hugo Locurcio 2022-12-12 15:16:34 +01:00
parent 0e594bb815
commit 56ac14fbf0
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GPG key ID: 39E8F8BE30B0A49C

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@ -911,15 +911,16 @@ void SpatialMaterial::_update_shader() {
}
if (distance_fade != DISTANCE_FADE_DISABLED) {
// Use the slightly more expensive circular fade (distance to the object) instead of linear
// (Z distance), so that the fade is always the same regardless of the camera angle.
if ((distance_fade == DISTANCE_FADE_OBJECT_DITHER || distance_fade == DISTANCE_FADE_PIXEL_DITHER)) {
if (!VisualServer::get_singleton()->is_low_end()) {
code += "\t{\n";
if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) {
code += "\t\tfloat fade_distance = abs((INV_CAMERA_MATRIX * WORLD_MATRIX[3]).z);\n";
code += "\t\tfloat fade_distance = length((INV_CAMERA_MATRIX * WORLD_MATRIX[3]));\n";
} else {
code += "\t\tfloat fade_distance = -VERTEX.z;\n";
code += "\t\tfloat fade_distance = length(VERTEX);\n";
}
// Use interleaved gradient noise, which is fast but still looks good.
code += "\t\tconst vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);";
@ -933,7 +934,7 @@ void SpatialMaterial::_update_shader() {
}
} else {
code += "\tALPHA*=clamp(smoothstep(distance_fade_min,distance_fade_max,-VERTEX.z),0.0,1.0);\n";
code += "\tALPHA *= clamp(smoothstep(distance_fade_min, distance_fade_max, length(VERTEX)), 0.0, 1.0);\n";
}
}