Restored fog (non volumetric).

Uses a simpler and more intuitive implementation based on density.
Its less flexible than before, but its easier to get nice results.
This commit is contained in:
Juan Linietsky 2020-08-13 22:07:49 -03:00
parent d2d4c1c957
commit 6a5ecfdef1
13 changed files with 231 additions and 274 deletions

View File

@ -694,150 +694,59 @@ bool Environment::is_fog_enabled() const {
return fog_enabled;
}
void Environment::set_fog_color(const Color &p_color) {
fog_color = p_color;
void Environment::set_fog_light_color(const Color &p_light_color) {
fog_light_color = p_light_color;
_update_fog();
}
Color Environment::get_fog_color() const {
return fog_color;
Color Environment::get_fog_light_color() const {
return fog_light_color;
}
void Environment::set_fog_sun_color(const Color &p_color) {
fog_sun_color = p_color;
void Environment::set_fog_light_energy(float p_amount) {
fog_light_energy = p_amount;
_update_fog();
}
Color Environment::get_fog_sun_color() const {
return fog_sun_color;
float Environment::get_fog_light_energy() const {
return fog_light_energy;
}
void Environment::set_fog_sun_amount(float p_amount) {
fog_sun_amount = p_amount;
void Environment::set_fog_sun_scatter(float p_amount) {
fog_sun_scatter = p_amount;
_update_fog();
}
float Environment::get_fog_sun_amount() const {
return fog_sun_amount;
float Environment::get_fog_sun_scatter() const {
return fog_sun_scatter;
}
void Environment::set_fog_density(float p_amount) {
fog_density = p_amount;
_update_fog();
}
float Environment::get_fog_density() const {
return fog_density;
}
void Environment::set_fog_height(float p_amount) {
fog_height = p_amount;
_update_fog();
}
float Environment::get_fog_height() const {
return fog_height;
}
void Environment::set_fog_height_density(float p_amount) {
fog_height_density = p_amount;
_update_fog();
}
float Environment::get_fog_height_density() const {
return fog_height_density;
}
void Environment::_update_fog() {
RS::get_singleton()->environment_set_fog(
environment,
fog_enabled,
fog_color,
fog_sun_color,
fog_sun_amount);
}
void Environment::set_fog_depth_enabled(bool p_enabled) {
fog_depth_enabled = p_enabled;
_update_fog_depth();
}
bool Environment::is_fog_depth_enabled() const {
return fog_depth_enabled;
}
void Environment::set_fog_depth_begin(float p_distance) {
fog_depth_begin = p_distance;
_update_fog_depth();
}
float Environment::get_fog_depth_begin() const {
return fog_depth_begin;
}
void Environment::set_fog_depth_end(float p_distance) {
fog_depth_end = p_distance;
_update_fog_depth();
}
float Environment::get_fog_depth_end() const {
return fog_depth_end;
}
void Environment::set_fog_depth_curve(float p_curve) {
fog_depth_curve = p_curve;
_update_fog_depth();
}
float Environment::get_fog_depth_curve() const {
return fog_depth_curve;
}
void Environment::set_fog_transmit_enabled(bool p_enabled) {
fog_transmit_enabled = p_enabled;
_update_fog_depth();
}
bool Environment::is_fog_transmit_enabled() const {
return fog_transmit_enabled;
}
void Environment::set_fog_transmit_curve(float p_curve) {
fog_transmit_curve = p_curve;
_update_fog_depth();
}
float Environment::get_fog_transmit_curve() const {
return fog_transmit_curve;
}
void Environment::_update_fog_depth() {
RS::get_singleton()->environment_set_fog_depth(
environment,
fog_depth_enabled,
fog_depth_begin,
fog_depth_end,
fog_depth_curve,
fog_transmit_enabled,
fog_transmit_curve);
}
void Environment::set_fog_height_enabled(bool p_enabled) {
fog_height_enabled = p_enabled;
_update_fog_height();
}
bool Environment::is_fog_height_enabled() const {
return fog_height_enabled;
}
void Environment::set_fog_height_min(float p_distance) {
fog_height_min = p_distance;
_update_fog_height();
}
float Environment::get_fog_height_min() const {
return fog_height_min;
}
void Environment::set_fog_height_max(float p_distance) {
fog_height_max = p_distance;
_update_fog_height();
}
float Environment::get_fog_height_max() const {
return fog_height_max;
}
void Environment::set_fog_height_curve(float p_distance) {
fog_height_curve = p_distance;
_update_fog_height();
}
float Environment::get_fog_height_curve() const {
return fog_height_curve;
}
void Environment::_update_fog_height() {
RS::get_singleton()->environment_set_fog_height(
environment,
fog_height_enabled,
fog_height_min,
fog_height_max,
fog_height_curve);
fog_light_color,
fog_light_energy,
fog_sun_scatter,
fog_density,
fog_height,
fog_height_density);
}
// Volumetric Fog
@ -1003,6 +912,7 @@ void Environment::_validate_property(PropertyInfo &property) const {
static const char *hide_prefixes[] = {
"fog_",
"volumetric_fog_",
"auto_exposure_",
"ss_reflections_",
"ssao_",
@ -1290,52 +1200,31 @@ void Environment::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_fog_enabled", "enabled"), &Environment::set_fog_enabled);
ClassDB::bind_method(D_METHOD("is_fog_enabled"), &Environment::is_fog_enabled);
ClassDB::bind_method(D_METHOD("set_fog_color", "color"), &Environment::set_fog_color);
ClassDB::bind_method(D_METHOD("get_fog_color"), &Environment::get_fog_color);
ClassDB::bind_method(D_METHOD("set_fog_sun_color", "color"), &Environment::set_fog_sun_color);
ClassDB::bind_method(D_METHOD("get_fog_sun_color"), &Environment::get_fog_sun_color);
ClassDB::bind_method(D_METHOD("set_fog_sun_amount", "amount"), &Environment::set_fog_sun_amount);
ClassDB::bind_method(D_METHOD("get_fog_sun_amount"), &Environment::get_fog_sun_amount);
ClassDB::bind_method(D_METHOD("set_fog_light_color", "light_color"), &Environment::set_fog_light_color);
ClassDB::bind_method(D_METHOD("get_fog_light_color"), &Environment::get_fog_light_color);
ClassDB::bind_method(D_METHOD("set_fog_light_energy", "light_energy"), &Environment::set_fog_light_energy);
ClassDB::bind_method(D_METHOD("get_fog_light_energy"), &Environment::get_fog_light_energy);
ClassDB::bind_method(D_METHOD("set_fog_sun_scatter", "sun_scatter"), &Environment::set_fog_sun_scatter);
ClassDB::bind_method(D_METHOD("get_fog_sun_scatter"), &Environment::get_fog_sun_scatter);
ClassDB::bind_method(D_METHOD("set_fog_depth_enabled", "enabled"), &Environment::set_fog_depth_enabled);
ClassDB::bind_method(D_METHOD("is_fog_depth_enabled"), &Environment::is_fog_depth_enabled);
ClassDB::bind_method(D_METHOD("set_fog_depth_begin", "distance"), &Environment::set_fog_depth_begin);
ClassDB::bind_method(D_METHOD("get_fog_depth_begin"), &Environment::get_fog_depth_begin);
ClassDB::bind_method(D_METHOD("set_fog_depth_end", "distance"), &Environment::set_fog_depth_end);
ClassDB::bind_method(D_METHOD("get_fog_depth_end"), &Environment::get_fog_depth_end);
ClassDB::bind_method(D_METHOD("set_fog_depth_curve", "curve"), &Environment::set_fog_depth_curve);
ClassDB::bind_method(D_METHOD("get_fog_depth_curve"), &Environment::get_fog_depth_curve);
ClassDB::bind_method(D_METHOD("set_fog_transmit_enabled", "enabled"), &Environment::set_fog_transmit_enabled);
ClassDB::bind_method(D_METHOD("is_fog_transmit_enabled"), &Environment::is_fog_transmit_enabled);
ClassDB::bind_method(D_METHOD("set_fog_transmit_curve", "curve"), &Environment::set_fog_transmit_curve);
ClassDB::bind_method(D_METHOD("get_fog_transmit_curve"), &Environment::get_fog_transmit_curve);
ClassDB::bind_method(D_METHOD("set_fog_density", "density"), &Environment::set_fog_density);
ClassDB::bind_method(D_METHOD("get_fog_density"), &Environment::get_fog_density);
ClassDB::bind_method(D_METHOD("set_fog_height_enabled", "enabled"), &Environment::set_fog_height_enabled);
ClassDB::bind_method(D_METHOD("is_fog_height_enabled"), &Environment::is_fog_height_enabled);
ClassDB::bind_method(D_METHOD("set_fog_height_min", "height"), &Environment::set_fog_height_min);
ClassDB::bind_method(D_METHOD("get_fog_height_min"), &Environment::get_fog_height_min);
ClassDB::bind_method(D_METHOD("set_fog_height_max", "height"), &Environment::set_fog_height_max);
ClassDB::bind_method(D_METHOD("get_fog_height_max"), &Environment::get_fog_height_max);
ClassDB::bind_method(D_METHOD("set_fog_height_curve", "curve"), &Environment::set_fog_height_curve);
ClassDB::bind_method(D_METHOD("get_fog_height_curve"), &Environment::get_fog_height_curve);
ClassDB::bind_method(D_METHOD("set_fog_height", "height"), &Environment::set_fog_height);
ClassDB::bind_method(D_METHOD("get_fog_height"), &Environment::get_fog_height);
ADD_GROUP("Fixed Fog", "fog_");
ClassDB::bind_method(D_METHOD("set_fog_height_density", "height_density"), &Environment::set_fog_height_density);
ClassDB::bind_method(D_METHOD("get_fog_height_density"), &Environment::get_fog_height_density);
ADD_GROUP("Fog", "fog_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fog_enabled"), "set_fog_enabled", "is_fog_enabled");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "fog_color"), "set_fog_color", "get_fog_color");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "fog_sun_color"), "set_fog_sun_color", "get_fog_sun_color");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_sun_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_fog_sun_amount", "get_fog_sun_amount");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "fog_light_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_fog_light_color", "get_fog_light_color");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_light_energy", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_fog_light_energy", "get_fog_light_energy");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_sun_scatter", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater"), "set_fog_sun_scatter", "get_fog_sun_scatter");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fog_depth_enabled"), "set_fog_depth_enabled", "is_fog_depth_enabled");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_depth_begin", PROPERTY_HINT_RANGE, "0,4000,0.1"), "set_fog_depth_begin", "get_fog_depth_begin");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_depth_end", PROPERTY_HINT_RANGE, "0,4000,0.1,or_greater"), "set_fog_depth_end", "get_fog_depth_end");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_depth_curve", PROPERTY_HINT_EXP_EASING), "set_fog_depth_curve", "get_fog_depth_curve");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fog_transmit_enabled"), "set_fog_transmit_enabled", "is_fog_transmit_enabled");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_transmit_curve", PROPERTY_HINT_EXP_EASING), "set_fog_transmit_curve", "get_fog_transmit_curve");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fog_height_enabled"), "set_fog_height_enabled", "is_fog_height_enabled");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_height_min", PROPERTY_HINT_RANGE, "-4000,4000,0.1,or_lesser,or_greater"), "set_fog_height_min", "get_fog_height_min");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_height_max", PROPERTY_HINT_RANGE, "-4000,4000,0.1,or_lesser,or_greater"), "set_fog_height_max", "get_fog_height_max");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_height_curve", PROPERTY_HINT_EXP_EASING), "set_fog_height_curve", "get_fog_height_curve");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_density", PROPERTY_HINT_RANGE, "0,16,0.0001"), "set_fog_density", "get_fog_density");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_height", PROPERTY_HINT_RANGE, "-1024,1024,0.01,or_lesser,or_greater"), "set_fog_height", "get_fog_height");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_height_density", PROPERTY_HINT_RANGE, "0,128,0.001,or_greater"), "set_fog_height_density", "get_fog_height_density");
ClassDB::bind_method(D_METHOD("set_volumetric_fog_enabled", "enabled"), &Environment::set_volumetric_fog_enabled);
ClassDB::bind_method(D_METHOD("is_volumetric_fog_enabled"), &Environment::is_volumetric_fog_enabled);
@ -1444,8 +1333,6 @@ Environment::Environment() {
_update_sdfgi();
_update_glow();
_update_fog();
_update_fog_depth();
_update_fog_height();
_update_adjustment();
_update_volumetric_fog();
_change_notify();

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@ -184,25 +184,15 @@ private:
// Fog
bool fog_enabled = false;
Color fog_color = Color(0.5, 0.6, 0.7);
Color fog_sun_color = Color(1.0, 0.9, 0.7);
float fog_sun_amount = 0.0;
Color fog_light_color = Color(0.5, 0.6, 0.7);
float fog_light_energy = 1.0;
float fog_sun_scatter = 0.0;
float fog_density = 0.001;
float fog_height = 0.0;
float fog_height_density = 0.0; //can be negative to invert effect
void _update_fog();
bool fog_depth_enabled = true;
float fog_depth_begin = 10.0;
float fog_depth_end = 100.0;
float fog_depth_curve = 1.0;
bool fog_transmit_enabled = false;
float fog_transmit_curve = 1.0;
void _update_fog_depth();
bool fog_height_enabled = false;
float fog_height_min = 10.0;
float fog_height_max = 0.0;
float fog_height_curve = 1.0;
void _update_fog_height();
// Volumetric Fog
bool volumetric_fog_enabled = false;
float volumetric_fog_density = 0.01;
@ -362,36 +352,22 @@ public:
float get_glow_hdr_luminance_cap() const;
// Fog
void set_fog_enabled(bool p_enabled);
bool is_fog_enabled() const;
void set_fog_color(const Color &p_color);
Color get_fog_color() const;
void set_fog_sun_color(const Color &p_color);
Color get_fog_sun_color() const;
void set_fog_sun_amount(float p_amount);
float get_fog_sun_amount() const;
void set_fog_light_color(const Color &p_light_color);
Color get_fog_light_color() const;
void set_fog_light_energy(float p_amount);
float get_fog_light_energy() const;
void set_fog_sun_scatter(float p_amount);
float get_fog_sun_scatter() const;
void set_fog_depth_enabled(bool p_enabled);
bool is_fog_depth_enabled() const;
void set_fog_depth_begin(float p_distance);
float get_fog_depth_begin() const;
void set_fog_depth_end(float p_distance);
float get_fog_depth_end() const;
void set_fog_depth_curve(float p_curve);
float get_fog_depth_curve() const;
void set_fog_transmit_enabled(bool p_enabled);
bool is_fog_transmit_enabled() const;
void set_fog_transmit_curve(float p_curve);
float get_fog_transmit_curve() const;
void set_fog_height_enabled(bool p_enabled);
bool is_fog_height_enabled() const;
void set_fog_height_min(float p_distance);
float get_fog_height_min() const;
void set_fog_height_max(float p_distance);
float get_fog_height_max() const;
void set_fog_height_curve(float p_distance);
float get_fog_height_curve() const;
void set_fog_density(float p_amount);
float get_fog_density() const;
void set_fog_height(float p_amount);
float get_fog_height() const;
void set_fog_height_density(float p_amount);
float get_fog_height_density() const;
// Volumetric Fog
void set_volumetric_fog_enabled(bool p_enable);

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@ -86,7 +86,6 @@ public:
virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) = 0;
virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) = 0;
virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) = 0;
virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_lenght, float p_detail_spread, float p_gi_inject, RS::EnvVolumetricFogShadowFilter p_shadow_filter) = 0;
@ -111,9 +110,7 @@ public:
virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) = 0;
virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) = 0;
virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) = 0;
virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) = 0;
virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density) = 0;
virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) = 0;

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@ -1146,6 +1146,7 @@ void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, RID p_rende
scene_state.ubo.gi_upscale_for_msaa = false;
scene_state.ubo.volumetric_fog_enabled = false;
scene_state.ubo.fog_enabled = false;
if (p_render_buffers.is_valid()) {
RenderBufferDataHighEnd *render_buffers = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffers);
@ -1272,12 +1273,29 @@ void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, RID p_rende
scene_state.ubo.ssao_ao_affect = environment_get_ssao_ao_affect(p_environment);
scene_state.ubo.ssao_light_affect = environment_get_ssao_light_affect(p_environment);
Color ao_color = environment_get_ao_color(p_environment);
Color ao_color = environment_get_ao_color(p_environment).to_linear();
scene_state.ubo.ao_color[0] = ao_color.r;
scene_state.ubo.ao_color[1] = ao_color.g;
scene_state.ubo.ao_color[2] = ao_color.b;
scene_state.ubo.ao_color[3] = ao_color.a;
scene_state.ubo.fog_enabled = environment_is_fog_enabled(p_environment);
scene_state.ubo.fog_density = environment_get_fog_density(p_environment);
scene_state.ubo.fog_height = environment_get_fog_height(p_environment);
scene_state.ubo.fog_height_density = environment_get_fog_height_density(p_environment);
if (scene_state.ubo.fog_height_density >= 0.0001) {
scene_state.ubo.fog_height_density = 1.0 / scene_state.ubo.fog_height_density;
}
Color fog_color = environment_get_fog_light_color(p_environment).to_linear();
float fog_energy = environment_get_fog_light_energy(p_environment);
scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
scene_state.ubo.fog_sun_scatter = environment_get_fog_sun_scatter(p_environment);
} else {
if (p_reflection_probe.is_valid() && storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_reflection_probe))) {
scene_state.ubo.use_ambient_light = false;

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@ -364,6 +364,16 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
float volumetric_fog_inv_length;
float volumetric_fog_detail_spread;
uint32_t volumetric_fog_pad;
// Fog
uint32_t fog_enabled;
float fog_density;
float fog_height;
float fog_height_density;
float fog_light_color[3];
float fog_sun_scatter;
};
UBO ubo;

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@ -2914,6 +2914,57 @@ void RasterizerSceneRD::environment_set_sdfgi(RID p_env, bool p_enable, RS::Envi
env->sdfgi_y_scale = p_y_scale;
}
void RasterizerSceneRD::environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->fog_enabled = p_enable;
env->fog_light_color = p_light_color;
env->fog_light_energy = p_light_energy;
env->fog_sun_scatter = p_sun_scatter;
env->fog_density = p_density;
env->fog_height = p_height;
env->fog_height_density = p_height_density;
}
bool RasterizerSceneRD::environment_is_fog_enabled(RID p_env) const {
const Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, false);
return env->fog_enabled;
}
Color RasterizerSceneRD::environment_get_fog_light_color(RID p_env) const {
const Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, Color());
return env->fog_light_color;
}
float RasterizerSceneRD::environment_get_fog_light_energy(RID p_env) const {
const Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, 0);
return env->fog_light_energy;
}
float RasterizerSceneRD::environment_get_fog_sun_scatter(RID p_env) const {
const Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, 0);
return env->fog_sun_scatter;
}
float RasterizerSceneRD::environment_get_fog_density(RID p_env) const {
const Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, 0);
return env->fog_density;
}
float RasterizerSceneRD::environment_get_fog_height(RID p_env) const {
const Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, 0);
return env->fog_height;
}
float RasterizerSceneRD::environment_get_fog_height_density(RID p_env) const {
const Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, 0);
return env->fog_height_density;
}
void RasterizerSceneRD::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_lenght, float p_detail_spread, float p_gi_inject, RenderingServer::EnvVolumetricFogShadowFilter p_shadow_filter) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);

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@ -674,6 +674,15 @@ private:
float auto_exp_scale = 0.5;
uint64_t auto_exposure_version = 0;
// Fog
bool fog_enabled = false;
Color fog_light_color = Color(0.5, 0.6, 0.7);
float fog_light_energy = 1.0;
float fog_sun_scatter = 0.0;
float fog_density = 0.001;
float fog_height = 0.0;
float fog_height_density = 0.0; //can be negative to invert effect
/// Volumetric Fog
///
bool volumetric_fog_enabled = false;
@ -1498,7 +1507,15 @@ public:
void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap);
void environment_glow_set_use_bicubic_upscale(bool p_enable);
void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) {}
void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density);
bool environment_is_fog_enabled(RID p_env) const;
Color environment_get_fog_light_color(RID p_env) const;
float environment_get_fog_light_energy(RID p_env) const;
float environment_get_fog_sun_scatter(RID p_env) const;
float environment_get_fog_density(RID p_env) const;
float environment_get_fog_height(RID p_env) const;
float environment_get_fog_height_density(RID p_env) const;
void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_lenght, float p_detail_spread, float p_gi_inject, RS::EnvVolumetricFogShadowFilter p_shadow_filter);
virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth);
@ -1525,10 +1542,6 @@ public:
void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale);
void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) {}
void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) {}
void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) {}
void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) {}
virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size);
virtual RID camera_effects_create();

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@ -1614,6 +1614,36 @@ vec4 volumetric_fog_process(vec2 screen_uv, float z) {
return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos);
}
vec4 fog_process(vec3 vertex) {
vec3 fog_color = scene_data.fog_light_color;
if (scene_data.fog_sun_scatter > 0.001) {
vec4 sun_scatter = vec4(0.0);
float sun_total = 0.0;
vec3 view = normalize(vertex);
for (uint i = 0; i < scene_data.directional_light_count; i++) {
vec3 light_color = directional_lights.data[i].color * directional_lights.data[i].energy;
float light_amount = pow(max(dot(view, directional_lights.data[i].direction), 0.0), 8.0);
fog_color += light_color * light_amount * scene_data.fog_sun_scatter;
}
}
float fog_amount = 1.0 - exp(vertex.z * scene_data.fog_density);
if (abs(scene_data.fog_height_density) > 0.001) {
float y = (scene_data.camera_matrix * vec4(vertex, 1.0)).y;
float y_dist = scene_data.fog_height - y;
float vfog_amount = clamp(exp(y_dist * scene_data.fog_height_density), 0.0, 1.0);
fog_amount = max(vfog_amount, fog_amount);
}
return vec4(fog_color, fog_amount);
}
#endif
void main() {
@ -2696,7 +2726,12 @@ FRAGMENT_SHADER_CODE
vec4 fog = volumetric_fog_process(screen_uv, -vertex.z);
diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a);
specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a);
;
}
if (scene_data.fog_enabled) {
vec4 fog = fog_process(vertex);
diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a);
specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a);
}
#else //MODE_MULTIPLE_RENDER_TARGETS
@ -2713,6 +2748,11 @@ FRAGMENT_SHADER_CODE
frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
}
if (scene_data.fog_enabled) {
vec4 fog = fog_process(vertex);
frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
}
#endif //MODE_MULTIPLE_RENDER_TARGETS
#endif //MODE_RENDER_DEPTH

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@ -100,40 +100,14 @@ layout(set = 0, binding = 3, std140) uniform SceneData {
float volumetric_fog_inv_length;
float volumetric_fog_detail_spread;
uint volumetric_fog_pad;
#if 0
vec4 ambient_light_color;
vec4 bg_color;
vec4 fog_color_enabled;
vec4 fog_sun_color_amount;
float ambient_energy;
float bg_energy;
#endif
#if 0
vec2 shadow_atlas_pixel_size;
vec2 directional_shadow_pixel_size;
float z_far;
float subsurface_scatter_width;
float ambient_occlusion_affect_light;
float ambient_occlusion_affect_ao_channel;
float opaque_prepass_threshold;
bool fog_depth_enabled;
float fog_depth_begin;
float fog_depth_end;
bool fog_enabled;
float fog_density;
float fog_depth_curve;
bool fog_transmit_enabled;
float fog_transmit_curve;
bool fog_height_enabled;
float fog_height_min;
float fog_height_max;
float fog_height_curve;
#endif
float fog_height;
float fog_height_density;
vec3 fog_light_color;
float fog_sun_scatter;
}
scene_data;

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@ -562,9 +562,7 @@ public:
BIND6(environment_set_adjustment, RID, bool, float, float, float, RID)
BIND5(environment_set_fog, RID, bool, const Color &, const Color &, float)
BIND7(environment_set_fog_depth, RID, bool, float, float, float, bool, float)
BIND5(environment_set_fog_height, RID, bool, float, float, float)
BIND8(environment_set_fog, RID, bool, const Color &, float, float, float, float, float)
BIND9(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, EnvVolumetricFogShadowFilter)
BIND2(environment_set_volumetric_fog_volume_size, int, int)

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@ -479,9 +479,8 @@ public:
FUNC6(environment_set_adjustment, RID, bool, float, float, float, RID)
FUNC5(environment_set_fog, RID, bool, const Color &, const Color &, float)
FUNC7(environment_set_fog_depth, RID, bool, float, float, float, bool, float)
FUNC5(environment_set_fog_height, RID, bool, float, float, float)
FUNC8(environment_set_fog, RID, bool, const Color &, float, float, float, float, float)
FUNC9(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, EnvVolumetricFogShadowFilter)
FUNC2(environment_set_volumetric_fog_volume_size, int, int)

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@ -1747,11 +1747,7 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("environment_set_adjustment", "env", "enable", "brightness", "contrast", "saturation", "ramp"), &RenderingServer::environment_set_adjustment);
ClassDB::bind_method(D_METHOD("environment_set_ssr", "env", "enable", "max_steps", "fade_in", "fade_out", "depth_tolerance"), &RenderingServer::environment_set_ssr);
ClassDB::bind_method(D_METHOD("environment_set_ssao", "env", "enable", "radius", "intensity", "bias", "light_affect", "ao_channel_affect", "blur", "bilateral_sharpness"), &RenderingServer::environment_set_ssao);
ClassDB::bind_method(D_METHOD("environment_set_fog", "env", "enable", "color", "sun_color", "sun_amount"), &RenderingServer::environment_set_fog);
ClassDB::bind_method(D_METHOD("environment_set_fog_depth", "env", "enable", "depth_begin", "depth_end", "depth_curve", "transmit", "transmit_curve"), &RenderingServer::environment_set_fog_depth);
ClassDB::bind_method(D_METHOD("environment_set_fog_height", "env", "enable", "min_height", "max_height", "height_curve"), &RenderingServer::environment_set_fog_height);
ClassDB::bind_method(D_METHOD("environment_set_fog", "env", "enable", "light_color", "light_energy", "sun_scatter", "density", "height", "height_density"), &RenderingServer::environment_set_fog);
ClassDB::bind_method(D_METHOD("scenario_create"), &RenderingServer::scenario_create);
ClassDB::bind_method(D_METHOD("scenario_set_debug", "scenario", "debug_mode"), &RenderingServer::scenario_set_debug);

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@ -862,9 +862,7 @@ public:
virtual void environment_set_sdfgi_frames_to_converge(EnvironmentSDFGIFramesToConverge p_frames) = 0;
virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) = 0;
virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) = 0;
virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) = 0;
virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density) = 0;
enum EnvVolumetricFogShadowFilter {
ENV_VOLUMETRIC_FOG_SHADOW_FILTER_DISABLED,