Fix the height fog effect
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@ -101,8 +101,10 @@
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If [code]true[/code], fog effects are enabled.
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</member>
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<member name="fog_height" type="float" setter="set_fog_height" getter="get_fog_height" default="0.0">
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The height at which the height fog effect begins.
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</member>
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<member name="fog_height_density" type="float" setter="set_fog_height_density" getter="get_fog_height_density" default="0.0">
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The density used to increase fog as height decreases. To make fog increase as height increases, use a negative value.
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</member>
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<member name="fog_light_color" type="Color" setter="set_fog_light_color" getter="get_fog_light_color" default="Color(0.5, 0.6, 0.7, 1)">
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</member>
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@ -1291,7 +1291,7 @@ void Environment::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_density", PROPERTY_HINT_RANGE, "0,16,0.0001"), "set_fog_density", "get_fog_density");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_aerial_perspective", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_fog_aerial_perspective", "get_fog_aerial_perspective");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_height", PROPERTY_HINT_RANGE, "-1024,1024,0.01,or_lesser,or_greater"), "set_fog_height", "get_fog_height");
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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");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_height_density", PROPERTY_HINT_RANGE, "-16,16,0.0001,or_lesser,or_greater"), "set_fog_height_density", "get_fog_height_density");
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ClassDB::bind_method(D_METHOD("set_volumetric_fog_enabled", "enabled"), &Environment::set_volumetric_fog_enabled);
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ClassDB::bind_method(D_METHOD("is_volumetric_fog_enabled"), &Environment::is_volumetric_fog_enabled);
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@ -526,12 +526,12 @@ vec4 fog_process(vec3 vertex) {
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float fog_amount = 1.0 - exp(min(0.0, -length(vertex) * scene_data.fog_density));
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if (abs(scene_data.fog_height_density) > 0.001) {
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if (abs(scene_data.fog_height_density) >= 0.0001) {
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float y = (scene_data.camera_matrix * vec4(vertex, 1.0)).y;
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float y_dist = scene_data.fog_height - y;
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float y_dist = y - scene_data.fog_height;
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float vfog_amount = clamp(exp(y_dist * scene_data.fog_height_density), 0.0, 1.0);
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float vfog_amount = clamp(1.0 - exp(y_dist * scene_data.fog_height_density), 0.0, 1.0);
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fog_amount = max(vfog_amount, fog_amount);
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}
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@ -552,12 +552,12 @@ vec4 fog_process(vec3 vertex) {
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float fog_amount = 1.0 - exp(min(0.0, -length(vertex) * scene_data.fog_density));
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if (abs(scene_data.fog_height_density) > 0.001) {
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if (abs(scene_data.fog_height_density) >= 0.0001) {
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float y = (scene_data.camera_matrix * vec4(vertex, 1.0)).y;
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float y_dist = scene_data.fog_height - y;
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float y_dist = y - scene_data.fog_height;
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float vfog_amount = clamp(exp(y_dist * scene_data.fog_height_density), 0.0, 1.0);
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float vfog_amount = clamp(1.0 - exp(y_dist * scene_data.fog_height_density), 0.0, 1.0);
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fog_amount = max(vfog_amount, fog_amount);
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}
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