Merge pull request #95662 from clayjohn/GLES3-sky-fog
Add fixed fog to the sky in the Compatibility renderer
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c6400a8fe4
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@ -777,7 +777,6 @@ void RasterizerSceneGLES3::_draw_sky(RID p_env, const Projection &p_projection,
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ERR_FAIL_COND(p_env.is_null());
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Sky *sky = sky_owner.get_or_null(environment_get_sky(p_env));
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ERR_FAIL_NULL(sky);
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GLES3::SkyMaterialData *material_data = nullptr;
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RID sky_material;
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@ -851,6 +850,15 @@ void RasterizerSceneGLES3::_draw_sky(RID p_env, const Projection &p_projection,
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material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::SKY_ENERGY_MULTIPLIER, p_sky_energy_multiplier, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND, spec_constants);
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material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::LUMINANCE_MULTIPLIER, p_luminance_multiplier, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND, spec_constants);
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Color fog_color = environment_get_fog_light_color(p_env).srgb_to_linear() * environment_get_fog_light_energy(p_env);
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material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::FOG_ENABLED, environment_get_fog_enabled(p_env), shader_data->version, SkyShaderGLES3::MODE_BACKGROUND, spec_constants);
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material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::FOG_AERIAL_PERSPECTIVE, environment_get_fog_aerial_perspective(p_env), shader_data->version, SkyShaderGLES3::MODE_BACKGROUND, spec_constants);
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material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::FOG_LIGHT_COLOR, fog_color, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND, spec_constants);
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material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::FOG_SUN_SCATTER, environment_get_fog_sun_scatter(p_env), shader_data->version, SkyShaderGLES3::MODE_BACKGROUND, spec_constants);
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material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::FOG_DENSITY, environment_get_fog_density(p_env), shader_data->version, SkyShaderGLES3::MODE_BACKGROUND, spec_constants);
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material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::FOG_SKY_AFFECT, environment_get_fog_sky_affect(p_env), shader_data->version, SkyShaderGLES3::MODE_BACKGROUND, spec_constants);
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material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::DIRECTIONAL_LIGHT_COUNT, sky_globals.directional_light_count, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND, spec_constants);
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if (p_use_multiview) {
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glBindBufferBase(GL_UNIFORM_BUFFER, SKY_MULTIVIEW_UNIFORM_LOCATION, scene_state.multiview_buffer);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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@ -2587,7 +2595,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
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scene_state.enable_gl_depth_draw(false);
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if (draw_sky) {
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if (draw_sky || draw_sky_fog_only) {
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RENDER_TIMESTAMP("Render Sky");
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scene_state.enable_gl_depth_test(true);
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@ -108,11 +108,11 @@ uniform float sky_energy_multiplier;
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uniform float luminance_multiplier;
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uniform float fog_aerial_perspective;
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uniform vec3 fog_light_color;
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uniform vec4 fog_light_color;
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uniform float fog_sun_scatter;
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uniform bool fog_enabled;
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uniform float fog_density;
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uniform float z_far;
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uniform float fog_sky_affect;
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uniform uint directional_light_count;
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#ifdef USE_MULTIVIEW
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@ -135,6 +135,24 @@ vec3 interleaved_gradient_noise(vec2 pos) {
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}
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#endif
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#if !defined(DISABLE_FOG)
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vec4 fog_process(vec3 view, vec3 sky_color) {
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vec3 fog_color = mix(fog_light_color.rgb, sky_color, fog_aerial_perspective);
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if (fog_sun_scatter > 0.001) {
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vec4 sun_scatter = vec4(0.0);
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float sun_total = 0.0;
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for (uint i = 0u; i < directional_light_count; i++) {
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vec3 light_color = directional_lights.data[i].color_size.xyz * directional_lights.data[i].direction_energy.w;
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float light_amount = pow(max(dot(view, directional_lights.data[i].direction_energy.xyz), 0.0), 8.0);
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fog_color += light_color * light_amount * fog_sun_scatter;
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}
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}
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return vec4(fog_color, 1.0);
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}
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#endif // !DISABLE_FOG
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void main() {
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vec3 cube_normal;
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#ifdef USE_MULTIVIEW
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@ -203,6 +221,21 @@ void main() {
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// Convert to Linear for tonemapping so color matches scene shader better
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color = srgb_to_linear(color);
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#if !defined(DISABLE_FOG) && !defined(USE_CUBEMAP_PASS)
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// Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
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if (fog_enabled) {
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vec4 fog = fog_process(cube_normal, color.rgb);
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color.rgb = mix(color.rgb, fog.rgb, fog.a * fog_sky_affect);
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}
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if (custom_fog.a > 0.0) {
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color.rgb = mix(color.rgb, custom_fog.rgb, custom_fog.a);
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}
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#endif // DISABLE_FOG
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color *= exposure;
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#ifdef APPLY_TONEMAPPING
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color = apply_tonemapping(color, white);
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@ -255,10 +255,6 @@ void main() {
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frag_color.rgb = color;
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frag_color.a = alpha;
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// For mobile renderer we're multiplying by 0.5 as we're using a UNORM buffer.
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// For both mobile and clustered, we also bake in the exposure value for the environment and camera.
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frag_color.rgb = frag_color.rgb * params.luminance_multiplier;
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#if !defined(DISABLE_FOG) && !defined(USE_CUBEMAP_PASS)
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// Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
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@ -278,6 +274,10 @@ void main() {
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#endif // DISABLE_FOG
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// For mobile renderer we're multiplying by 0.5 as we're using a UNORM buffer.
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// For both mobile and clustered, we also bake in the exposure value for the environment and camera.
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frag_color.rgb = frag_color.rgb * params.luminance_multiplier;
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// Blending is disabled for Sky, so alpha doesn't blend.
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// Alpha is used for subsurface scattering so make sure it doesn't get applied to Sky.
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if (!AT_CUBEMAP_PASS && !AT_HALF_RES_PASS && !AT_QUARTER_RES_PASS) {
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