1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-22 15:06:45 +00:00

Clean up Volumetric Fog blending behavior

Use proper blending everywhere to be consistent and avoid multiplying by opacity twice.
This commit is contained in:
clayjohn
2025-11-06 20:59:57 -08:00
parent cb3af5afff
commit 8ee3897048
3 changed files with 17 additions and 16 deletions

View File

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