Tweak the default fog depth end to use a fixed value

The previous value (0) was a special case in the fog shader.
It made the shader use the Camera's `far` value as the fog depth end
value, which led to an inconsistency in the fog rendering between
the editor and a running project. This is because the editor camera
uses a `far` property of 500 by default, whereas the Camera node's
`far` property is set to 100 by default.

The new fixed value is equal to the default `far` property in Camera,
which leads to a consistent appearance between the editor and a running
project.

This closes #31686.
This commit is contained in:
Hugo Locurcio 2019-08-27 18:21:16 +02:00
parent b7c46ed929
commit bc1b2b96e1
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GPG key ID: 39E8F8BE30B0A49C
2 changed files with 4 additions and 3 deletions

View file

@ -146,10 +146,11 @@
<member name="fog_depth_enabled" type="bool" setter="set_fog_depth_enabled" getter="is_fog_depth_enabled" default="true">
Enables the fog depth.
</member>
<member name="fog_depth_end" type="float" setter="set_fog_depth_end" getter="get_fog_depth_end" default="0.0">
<member name="fog_depth_end" type="float" setter="set_fog_depth_end" getter="get_fog_depth_end" default="100.0">
Fog's depth end distance from the camera. If this value is set to 0, it will be equal to the current camera's [member Camera.far] value.
</member>
<member name="fog_enabled" type="bool" setter="set_fog_enabled" getter="is_fog_enabled" default="false">
Enables the fog. Needs fog_height_enabled and/or for_depth_enabled to actually display fog.
Enables the fog. Needs [member fog_height_enabled] and/or [member fog_depth_enabled] to actually display fog.
</member>
<member name="fog_height_curve" type="float" setter="set_fog_height_curve" getter="get_fog_height_curve" default="1.0">
Value defining the fog height intensity.

View file

@ -1399,7 +1399,7 @@ Environment::Environment() :
fog_depth_enabled = true;
fog_depth_begin = 10;
fog_depth_end = 0;
fog_depth_end = 100;
fog_depth_curve = 1;
fog_transmit_enabled = false;