diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index fcbfd6c0187..85561230ce9 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -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"; } }