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Revise fog blending to fix over-darkening/borders.

This can result in low fog densities being a bit brighter, which may need slight adjustment in your scenes.

In exchange, volumetrics now blend smoothly together with the scene and regular fog.

Fixes #101514
This commit is contained in:
Colby Klein
2025-10-24 09:16:37 -07:00
parent 084d5d407e
commit bdbbed8ea9
2 changed files with 9 additions and 8 deletions

View File

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

View File

@@ -1443,20 +1443,21 @@ void fragment_shader(in SceneData scene_data) {
#else
vec4 volumetric_fog = volumetric_fog_process(screen_uv, -vertex.z);
#endif
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
vec4 res;
float sa = 1.0 - volumetric_fog.a;
res.a = fog.a * sa + volumetric_fog.a;
if (res.a == 0.0) {
res.rgb = vec3(0.0);
} else {
res.rgb = (fog.rgb * fog.a * sa + volumetric_fog.rgb * volumetric_fog.a) / res.a;
if (res.a > 0.0) {
res.rgb = (fog.rgb * fog.a * sa + volumetric_fog.rgb) / res.a;
}
fog = res;
} else {
fog = volumetric_fog;
res.a = volumetric_fog.a;
if (res.a > 0.0) {
res.rgb = volumetric_fog.rgb / res.a;
}
}
fog = res;
}
#endif //!CUSTOM_FOG_USED