Use interleaved gradient noise for distance fade
This provides better visuals and performance compared to the previous ordered dither.
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1 changed files with 9 additions and 26 deletions
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@ -1278,38 +1278,21 @@ void BaseMaterial3D::_update_shader() {
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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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} else {
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code += " float fade_distance=-VERTEX.z;\n";
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code += " float fade_distance = -VERTEX.z;\n";
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}
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code += " float fade=clamp(smoothstep(distance_fade_min,distance_fade_max,fade_distance),0.0,1.0);\n";
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code += " int x = int(FRAGCOORD.x) % 4;\n";
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code += " int y = int(FRAGCOORD.y) % 4;\n";
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code += " int index = x + y * 4;\n";
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code += " float limit = 0.0;\n\n";
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code += " if (x < 8) {\n";
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code += " if (index == 0) limit = 0.0625;\n";
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code += " if (index == 1) limit = 0.5625;\n";
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code += " if (index == 2) limit = 0.1875;\n";
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code += " if (index == 3) limit = 0.6875;\n";
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code += " if (index == 4) limit = 0.8125;\n";
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code += " if (index == 5) limit = 0.3125;\n";
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code += " if (index == 6) limit = 0.9375;\n";
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code += " if (index == 7) limit = 0.4375;\n";
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code += " if (index == 8) limit = 0.25;\n";
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code += " if (index == 9) limit = 0.75;\n";
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code += " if (index == 10) limit = 0.125;\n";
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code += " if (index == 11) limit = 0.625;\n";
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code += " if (index == 12) limit = 1.0;\n";
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code += " if (index == 13) limit = 0.5;\n";
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code += " if (index == 14) limit = 0.875;\n";
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code += " if (index == 15) limit = 0.375;\n";
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code += " }\n\n";
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code += " if (fade < limit)\n";
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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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code += " float fade = clamp(smoothstep(distance_fade_min, distance_fade_max, fade_distance), 0.0, 1.0);\n";
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// Use a hard cap to prevent a few stray pixels from remaining when past the fade-out distance.
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code += " if (fade < 0.001 || fade < fract(magic.z * fract(dot(FRAGCOORD.xy, magic.xy)))) {\n";
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code += " discard;\n";
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code += " }\n";
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code += " }\n\n";
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}
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