Merge pull request #41418 from clayjohn/Vulkan-aerial
Add aerial perspective to fixed fog
This commit is contained in:
commit
d9e5c355e5
|
@ -98,6 +98,10 @@
|
|||
<member name="background_mode" type="int" setter="set_background" getter="get_background" enum="Environment.BGMode" default="0">
|
||||
The background mode. See [enum BGMode] for possible values.
|
||||
</member>
|
||||
<member name="fog_aerial_perspective" type="float" setter="set_fog_aerial_perspective" getter="get_fog_aerial_perspective" default="0.0">
|
||||
Blend factor between the fog's color and the color of the background [Sky]. Must have [member background_mode] set to [constant BG_SKY].
|
||||
This is useful to simulate [url=https://en.wikipedia.org/wiki/Aerial_perspective]aerial perspective[/url] in large scenes with low density fog. However, it is not very useful for high-density fog, as the sky will shine through. When set to [code]1.0[/code], the fog color comes completely from the [Sky]. If set to [code]0.0[/code], aerial perspective is disabled.
|
||||
</member>
|
||||
<member name="fog_density" type="float" setter="set_fog_density" getter="get_fog_density" default="0.001">
|
||||
</member>
|
||||
<member name="fog_enabled" type="bool" setter="set_fog_enabled" getter="is_fog_enabled" default="false">
|
||||
|
|
|
@ -44,6 +44,9 @@ void Environment::set_background(BGMode p_bg) {
|
|||
bg_mode = p_bg;
|
||||
RS::get_singleton()->environment_set_background(environment, RS::EnvironmentBG(p_bg));
|
||||
_change_notify();
|
||||
if (bg_mode != BG_SKY) {
|
||||
set_fog_aerial_perspective(0.0);
|
||||
}
|
||||
}
|
||||
|
||||
Environment::BGMode Environment::get_background() const {
|
||||
|
@ -739,6 +742,14 @@ float Environment::get_fog_height_density() const {
|
|||
return fog_height_density;
|
||||
}
|
||||
|
||||
void Environment::set_fog_aerial_perspective(float p_aerial_perspective) {
|
||||
fog_aerial_perspective = p_aerial_perspective;
|
||||
_update_fog();
|
||||
}
|
||||
float Environment::get_fog_aerial_perspective() const {
|
||||
return fog_aerial_perspective;
|
||||
}
|
||||
|
||||
void Environment::_update_fog() {
|
||||
RS::get_singleton()->environment_set_fog(
|
||||
environment,
|
||||
|
@ -748,7 +759,8 @@ void Environment::_update_fog() {
|
|||
fog_sun_scatter,
|
||||
fog_density,
|
||||
fog_height,
|
||||
fog_height_density);
|
||||
fog_height_density,
|
||||
fog_aerial_perspective);
|
||||
}
|
||||
|
||||
// Volumetric Fog
|
||||
|
@ -887,6 +899,12 @@ void Environment::_validate_property(PropertyInfo &property) const {
|
|||
}
|
||||
}
|
||||
|
||||
if (property.name == "fog_aerial_perspective") {
|
||||
if (bg_mode != BG_SKY) {
|
||||
property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
|
||||
}
|
||||
}
|
||||
|
||||
if (property.name == "glow_intensity" && glow_blend_mode == GLOW_BLEND_MODE_MIX) {
|
||||
property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
|
||||
}
|
||||
|
@ -1219,6 +1237,9 @@ void Environment::_bind_methods() {
|
|||
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);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_fog_aerial_perspective", "aerial_perspective"), &Environment::set_fog_aerial_perspective);
|
||||
ClassDB::bind_method(D_METHOD("get_fog_aerial_perspective"), &Environment::get_fog_aerial_perspective);
|
||||
|
||||
ADD_GROUP("Fog", "fog_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fog_enabled"), "set_fog_enabled", "is_fog_enabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "fog_light_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_fog_light_color", "get_fog_light_color");
|
||||
|
@ -1226,6 +1247,7 @@ void Environment::_bind_methods() {
|
|||
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::FLOAT, "fog_density", PROPERTY_HINT_RANGE, "0,16,0.0001"), "set_fog_density", "get_fog_density");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_aerial_perspective", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_fog_aerial_perspective", "get_fog_aerial_perspective");
|
||||
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");
|
||||
|
||||
|
|
|
@ -190,6 +190,7 @@ private:
|
|||
float fog_density = 0.001;
|
||||
float fog_height = 0.0;
|
||||
float fog_height_density = 0.0; //can be negative to invert effect
|
||||
float fog_aerial_perspective = 0.0;
|
||||
|
||||
void _update_fog();
|
||||
|
||||
|
@ -368,6 +369,8 @@ public:
|
|||
float get_fog_height() const;
|
||||
void set_fog_height_density(float p_amount);
|
||||
float get_fog_height_density() const;
|
||||
void set_fog_aerial_perspective(float p_aerial_perspective);
|
||||
float get_fog_aerial_perspective() const;
|
||||
|
||||
// Volumetric Fog
|
||||
void set_volumetric_fog_enabled(bool p_enable);
|
||||
|
|
|
@ -111,7 +111,7 @@ 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_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density) = 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, float p_aerial_perspective) = 0;
|
||||
|
||||
virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) = 0;
|
||||
|
||||
|
|
|
@ -1335,6 +1335,7 @@ void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, RID p_rende
|
|||
if (scene_state.ubo.fog_height_density >= 0.0001) {
|
||||
scene_state.ubo.fog_height_density = 1.0 / scene_state.ubo.fog_height_density;
|
||||
}
|
||||
scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_environment);
|
||||
|
||||
Color fog_color = environment_get_fog_light_color(p_environment).to_linear();
|
||||
float fog_energy = environment_get_fog_light_energy(p_environment);
|
||||
|
|
|
@ -308,12 +308,6 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
|
|||
float viewport_size[2];
|
||||
float screen_pixel_size[2];
|
||||
|
||||
float time;
|
||||
float reflection_multiplier;
|
||||
|
||||
uint32_t pancake_shadows;
|
||||
uint32_t pad;
|
||||
|
||||
float directional_penumbra_shadow_kernel[128]; //32 vec4s
|
||||
float directional_soft_shadow_kernel[128];
|
||||
float penumbra_shadow_kernel[128];
|
||||
|
@ -366,7 +360,6 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
|
|||
uint32_t volumetric_fog_pad;
|
||||
|
||||
// Fog
|
||||
|
||||
uint32_t fog_enabled;
|
||||
float fog_density;
|
||||
float fog_height;
|
||||
|
@ -374,6 +367,13 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
|
|||
|
||||
float fog_light_color[3];
|
||||
float fog_sun_scatter;
|
||||
|
||||
float fog_aerial_perspective;
|
||||
|
||||
float time;
|
||||
float reflection_multiplier;
|
||||
|
||||
uint32_t pancake_shadows;
|
||||
};
|
||||
|
||||
UBO ubo;
|
||||
|
|
|
@ -2322,6 +2322,7 @@ void RasterizerSceneRD::_setup_sky(RID p_environment, RID p_render_buffers, cons
|
|||
sky_scene_state.ubo.z_far = p_projection.get_z_far();
|
||||
sky_scene_state.ubo.fog_enabled = environment_is_fog_enabled(p_environment);
|
||||
sky_scene_state.ubo.fog_density = environment_get_fog_density(p_environment);
|
||||
sky_scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_environment);
|
||||
Color fog_color = environment_get_fog_light_color(p_environment).to_linear();
|
||||
float fog_energy = environment_get_fog_light_energy(p_environment);
|
||||
sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
|
||||
|
@ -2971,7 +2972,7 @@ 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) {
|
||||
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, float p_fog_aerial_perspective) {
|
||||
Environment *env = environment_owner.getornull(p_env);
|
||||
ERR_FAIL_COND(!env);
|
||||
|
||||
|
@ -2982,6 +2983,7 @@ void RasterizerSceneRD::environment_set_fog(RID p_env, bool p_enable, const Colo
|
|||
env->fog_density = p_density;
|
||||
env->fog_height = p_height;
|
||||
env->fog_height_density = p_height_density;
|
||||
env->fog_aerial_perspective = p_fog_aerial_perspective;
|
||||
}
|
||||
|
||||
bool RasterizerSceneRD::environment_is_fog_enabled(RID p_env) const {
|
||||
|
@ -3022,6 +3024,12 @@ float RasterizerSceneRD::environment_get_fog_height_density(RID p_env) const {
|
|||
return env->fog_height_density;
|
||||
}
|
||||
|
||||
float RasterizerSceneRD::environment_get_fog_aerial_perspective(RID p_env) const {
|
||||
const Environment *env = environment_owner.getornull(p_env);
|
||||
ERR_FAIL_COND_V(!env, 0);
|
||||
return env->fog_aerial_perspective;
|
||||
}
|
||||
|
||||
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_length, float p_detail_spread, float p_gi_inject, RenderingServer::EnvVolumetricFogShadowFilter p_shadow_filter) {
|
||||
Environment *env = environment_owner.getornull(p_env);
|
||||
ERR_FAIL_COND(!env);
|
||||
|
|
|
@ -67,7 +67,8 @@ protected:
|
|||
uint32_t volumetric_fog_enabled;
|
||||
float volumetric_fog_inv_length;
|
||||
float volumetric_fog_detail_spread;
|
||||
uint32_t volumetric_fog_pad;
|
||||
|
||||
float fog_aerial_perspective;
|
||||
|
||||
float fog_light_color[3];
|
||||
float fog_sun_scatter;
|
||||
|
@ -706,6 +707,7 @@ private:
|
|||
float fog_density = 0.001;
|
||||
float fog_height = 0.0;
|
||||
float fog_height_density = 0.0; //can be negative to invert effect
|
||||
float fog_aerial_perspective = 0.0;
|
||||
|
||||
/// Volumetric Fog
|
||||
///
|
||||
|
@ -1534,7 +1536,7 @@ public:
|
|||
void environment_glow_set_use_bicubic_upscale(bool p_enable);
|
||||
void environment_glow_set_use_high_quality(bool p_enable);
|
||||
|
||||
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);
|
||||
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, float p_aerial_perspective);
|
||||
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;
|
||||
|
@ -1542,6 +1544,7 @@ public:
|
|||
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;
|
||||
float environment_get_fog_aerial_perspective(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_length, float p_detail_spread, float p_gi_inject, RS::EnvVolumetricFogShadowFilter p_shadow_filter);
|
||||
|
||||
|
|
|
@ -1621,6 +1621,22 @@ vec4 volumetric_fog_process(vec2 screen_uv, float z) {
|
|||
vec4 fog_process(vec3 vertex) {
|
||||
vec3 fog_color = scene_data.fog_light_color;
|
||||
|
||||
if (scene_data.fog_aerial_perspective > 0.0) {
|
||||
vec3 sky_fog_color = vec3(0.0);
|
||||
vec3 cube_view = scene_data.radiance_inverse_xform * vertex;
|
||||
// mip_level always reads from the second mipmap and higher so the fog is always slightly blurred
|
||||
float mip_level = mix(1.0 / MAX_ROUGHNESS_LOD, 1.0, 1.0 - (abs(vertex.z) - scene_data.z_near) / (scene_data.z_far - scene_data.z_near));
|
||||
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
|
||||
float lod, blend;
|
||||
blend = modf(mip_level * MAX_ROUGHNESS_LOD, lod);
|
||||
sky_fog_color = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(cube_view, lod)).rgb;
|
||||
sky_fog_color = mix(sky_fog_color, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(cube_view, lod + 1)).rgb, blend);
|
||||
#else
|
||||
sky_fog_color = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_view, mip_level * MAX_ROUGHNESS_LOD).rgb;
|
||||
#endif //USE_RADIANCE_CUBEMAP_ARRAY
|
||||
fog_color = mix(fog_color, sky_fog_color, scene_data.fog_aerial_perspective);
|
||||
}
|
||||
|
||||
if (scene_data.fog_sun_scatter > 0.001) {
|
||||
vec4 sun_scatter = vec4(0.0);
|
||||
float sun_total = 0.0;
|
||||
|
|
|
@ -43,12 +43,6 @@ layout(set = 0, binding = 3, std140) uniform SceneData {
|
|||
vec2 viewport_size;
|
||||
vec2 screen_pixel_size;
|
||||
|
||||
float time;
|
||||
float reflection_multiplier; // one normally, zero when rendering reflections
|
||||
|
||||
bool pancake_shadows;
|
||||
uint pad;
|
||||
|
||||
//use vec4s because std140 doesnt play nice with vec2s, z and w are wasted
|
||||
vec4 directional_penumbra_shadow_kernel[32];
|
||||
vec4 directional_soft_shadow_kernel[32];
|
||||
|
@ -108,6 +102,13 @@ layout(set = 0, binding = 3, std140) uniform SceneData {
|
|||
|
||||
vec3 fog_light_color;
|
||||
float fog_sun_scatter;
|
||||
|
||||
float fog_aerial_perspective;
|
||||
|
||||
float time;
|
||||
float reflection_multiplier; // one normally, zero when rendering reflections
|
||||
|
||||
bool pancake_shadows;
|
||||
}
|
||||
|
||||
scene_data;
|
||||
|
|
|
@ -62,7 +62,8 @@ layout(set = 0, binding = 2, std140) uniform SceneData {
|
|||
bool volumetric_fog_enabled;
|
||||
float volumetric_fog_inv_length;
|
||||
float volumetric_fog_detail_spread;
|
||||
uint volumetric_fog_pad;
|
||||
|
||||
float fog_aerial_perspective;
|
||||
|
||||
vec3 fog_light_color;
|
||||
float fog_sun_scatter;
|
||||
|
@ -140,8 +141,8 @@ vec4 volumetric_fog_process(vec2 screen_uv) {
|
|||
return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos);
|
||||
}
|
||||
|
||||
vec4 fog_process(vec3 view) {
|
||||
vec3 fog_color = scene_data.fog_light_color;
|
||||
vec4 fog_process(vec3 view, vec3 sky_color) {
|
||||
vec3 fog_color = mix(scene_data.fog_light_color, sky_color, scene_data.fog_aerial_perspective);
|
||||
|
||||
if (scene_data.fog_sun_scatter > 0.001) {
|
||||
vec4 sun_scatter = vec4(0.0);
|
||||
|
@ -225,7 +226,7 @@ FRAGMENT_SHADER_CODE
|
|||
|
||||
// Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
|
||||
if (scene_data.fog_enabled) {
|
||||
vec4 fog = fog_process(cube_normal);
|
||||
vec4 fog = fog_process(cube_normal, frag_color.rgb);
|
||||
frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
|
||||
}
|
||||
|
||||
|
|
|
@ -589,7 +589,7 @@ public:
|
|||
|
||||
BIND6(environment_set_adjustment, RID, bool, float, float, float, RID)
|
||||
|
||||
BIND8(environment_set_fog, RID, bool, const Color &, float, float, float, float, float)
|
||||
BIND9(environment_set_fog, RID, bool, const Color &, float, 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)
|
||||
|
|
|
@ -500,7 +500,7 @@ public:
|
|||
|
||||
FUNC6(environment_set_adjustment, RID, bool, float, float, float, RID)
|
||||
|
||||
FUNC8(environment_set_fog, RID, bool, const Color &, float, float, float, float, float)
|
||||
FUNC9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float)
|
||||
|
||||
FUNC9(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, EnvVolumetricFogShadowFilter)
|
||||
|
||||
|
|
|
@ -1751,7 +1751,7 @@ 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", "light_color", "light_energy", "sun_scatter", "density", "height", "height_density"), &RenderingServer::environment_set_fog);
|
||||
ClassDB::bind_method(D_METHOD("environment_set_fog", "env", "enable", "light_color", "light_energy", "sun_scatter", "density", "height", "height_density", "aerial_perspective"), &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);
|
||||
|
|
|
@ -914,7 +914,7 @@ 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_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density) = 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, float p_aerial_perspective) = 0;
|
||||
|
||||
enum EnvVolumetricFogShadowFilter {
|
||||
ENV_VOLUMETRIC_FOG_SHADOW_FILTER_DISABLED,
|
||||
|
|
Loading…
Reference in New Issue