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Make Decal distance fade smoother

`smoothstep()` avoids the sudden transparency jump when entering or
leaving a decal's distance fade margin distance. This in turn helps
make opacity transitions less noticeable to the player, as it's
less likely to catch the player's eye.
This commit is contained in:
Hugo Locurcio
2022-02-18 22:36:03 +01:00
parent 7f181494d1
commit 618c88c71b

View File

@@ -3735,12 +3735,13 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
float fade = 1.0;
if (texture_storage->decal_is_distance_fade_enabled(decal)) {
real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
float fade_begin = texture_storage->decal_get_distance_fade_begin(decal);
float fade_length = texture_storage->decal_get_distance_fade_length(decal);
const real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
const float fade_begin = texture_storage->decal_get_distance_fade_begin(decal);
const float fade_length = texture_storage->decal_get_distance_fade_length(decal);
if (distance > fade_begin) {
fade = 1.0 - (distance - fade_begin) / fade_length;
// Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player.
fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_begin) / fade_length);
}
}