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mirror of https://github.com/godotengine/godot.git synced 2025-11-23 15:16:17 +00:00

Merge pull request #112494 from clayjohn/rd-fog-blend

Clean up Volumetric Fog blending behavior
This commit is contained in:
Thaddeus Crews
2025-11-13 17:42:57 -06:00
3 changed files with 17 additions and 16 deletions

View File

@@ -281,7 +281,8 @@ void main() {
if (sky_scene_data.volumetric_fog_enabled) { if (sky_scene_data.volumetric_fog_enabled) {
vec4 fog = volumetric_fog_process(uv); vec4 fog = volumetric_fog_process(uv);
frag_color.rgb = frag_color.rgb * (1.0 - fog.a * sky_scene_data.volumetric_fog_sky_affect) + fog.rgb * sky_scene_data.volumetric_fog_sky_affect; fog.rgb = frag_color.rgb * fog.a + fog.rgb;
frag_color.rgb = mix(frag_color.rgb, fog.rgb, sky_scene_data.volumetric_fog_sky_affect);
} }
if (custom_fog.a > 0.0) { if (custom_fog.a > 0.0) {

View File

@@ -719,7 +719,7 @@ void main() {
prev_z = z; prev_z = z;
imageStore(fog_map, fog_pos, vec4(fog_accum.rgb, 1.0 - fog_accum.a)); imageStore(fog_map, fog_pos, vec4(fog_accum.rgb, fog_accum.a));
} }
#endif #endif

View File

@@ -1193,7 +1193,7 @@ void fragment_shader(in SceneData scene_data) {
vec2 anisotropy_flow = vec2(1.0, 0.0); vec2 anisotropy_flow = vec2(1.0, 0.0);
vec3 energy_compensation = vec3(1.0); vec3 energy_compensation = vec3(1.0);
#ifndef FOG_DISABLED #ifndef FOG_DISABLED
vec4 fog = vec4(0.0); vec4 fog = vec4(0.0, 0.0, 0.0, 1.0);
#endif // !FOG_DISABLED #endif // !FOG_DISABLED
#if defined(CUSTOM_RADIANCE_USED) #if defined(CUSTOM_RADIANCE_USED)
vec4 custom_radiance = vec4(0.0); vec4 custom_radiance = vec4(0.0);
@@ -1435,6 +1435,9 @@ void fragment_shader(in SceneData scene_data) {
if (bool(scene_data.flags & SCENE_DATA_FLAGS_USE_FOG)) { if (bool(scene_data.flags & SCENE_DATA_FLAGS_USE_FOG)) {
fog = fog_process(vertex); fog = fog_process(vertex);
// Premultiply by opacity and convert opacity to transmittance to match volumetric fog.
fog.rgb *= fog.a;
fog.a = 1.0 - fog.a;
} }
if (implementation_data.volumetric_fog_enabled) { if (implementation_data.volumetric_fog_enabled) {
@@ -1446,19 +1449,17 @@ void fragment_shader(in SceneData scene_data) {
vec4 res = vec4(0.0); vec4 res = vec4(0.0);
if (bool(scene_data.flags & SCENE_DATA_FLAGS_USE_FOG)) { if (bool(scene_data.flags & SCENE_DATA_FLAGS_USE_FOG)) {
//must use the full blending equation here to blend fogs //must use the full blending equation here to blend fogs
float sa = 1.0 - volumetric_fog.a; res.a = fog.a * volumetric_fog.a;
res.a = fog.a * sa + volumetric_fog.a; res.rgb = fog.rgb * volumetric_fog.a + volumetric_fog.rgb;
if (res.a > 0.0) {
res.rgb = (fog.rgb * fog.a * sa + volumetric_fog.rgb) / res.a;
}
} else { } else {
res.a = volumetric_fog.a; res = volumetric_fog;
if (res.a > 0.0) {
res.rgb = volumetric_fog.rgb / res.a;
}
} }
fog = res; fog = res;
} }
#else
// Premultiply by opacity and convert opacity to transmittance to match volumetric fog.
fog.rgb *= fog.a;
fog.a = 1.0 - fog.a;
#endif //!CUSTOM_FOG_USED #endif //!CUSTOM_FOG_USED
uint fog_rg = packHalf2x16(fog.rg); uint fog_rg = packHalf2x16(fog.rg);
@@ -2889,8 +2890,8 @@ void fragment_shader(in SceneData scene_data) {
#endif #endif
#ifndef FOG_DISABLED #ifndef FOG_DISABLED
diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a); diffuse_buffer.rgb = diffuse_buffer.rgb * fog.a + fog.rgb;
specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a); specular_buffer.rgb = specular_buffer.rgb * fog.a;
#endif //!FOG_DISABLED #endif //!FOG_DISABLED
#else //MODE_SEPARATE_SPECULAR #else //MODE_SEPARATE_SPECULAR
@@ -2905,8 +2906,7 @@ void fragment_shader(in SceneData scene_data) {
#endif //USE_NO_SHADING #endif //USE_NO_SHADING
#ifndef FOG_DISABLED #ifndef FOG_DISABLED
// Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky. frag_color.rgb = frag_color.rgb * fog.a + fog.rgb;
frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
#endif //!FOG_DISABLED #endif //!FOG_DISABLED
#endif //MODE_SEPARATE_SPECULAR #endif //MODE_SEPARATE_SPECULAR