Merge pull request #50294 from Calinou/distance-fade-use-circular-fade
Use circular fade instead of linear fade for distance fade
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commit
e19ead8e37
1 changed files with 5 additions and 4 deletions
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@ -1252,15 +1252,16 @@ void BaseMaterial3D::_update_shader() {
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}
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if (distance_fade != DISTANCE_FADE_DISABLED) {
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// Use the slightly more expensive circular fade (distance to the object) instead of linear
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// (Z distance), so that the fade is always the same regardless of the camera angle.
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if ((distance_fade == DISTANCE_FADE_OBJECT_DITHER || distance_fade == DISTANCE_FADE_PIXEL_DITHER)) {
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if (!RenderingServer::get_singleton()->is_low_end()) {
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code += " {\n";
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if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) {
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code += " float fade_distance = abs((VIEW_MATRIX * MODEL_MATRIX[3]).z);\n";
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code += " float fade_distance = length((VIEW_MATRIX * MODEL_MATRIX[3]));\n";
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} else {
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code += " float fade_distance = -VERTEX.z;\n";
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code += " float fade_distance = length(VERTEX);\n";
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}
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// Use interleaved gradient noise, which is fast but still looks good.
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code += " const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);";
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@ -1274,7 +1275,7 @@ void BaseMaterial3D::_update_shader() {
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}
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} else {
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code += " ALPHA*=clamp(smoothstep(distance_fade_min,distance_fade_max,-VERTEX.z),0.0,1.0);\n";
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code += " ALPHA *= clamp(smoothstep(distance_fade_min, distance_fade_max, length(VERTEX)), 0.0, 1.0);\n";
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}
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}
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