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Use AABB center instead of origin for visibility fade
Fixes #79471 Fixes #102799
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@@ -967,7 +967,7 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con
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float fade_alpha = 1.0;
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if (inst->fade_near || inst->fade_far) {
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float fade_dist = inst->transform.origin.distance_to(p_render_data->scene_data->cam_transform.origin);
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float fade_dist = inst->transformed_aabb.get_center().distance_to(p_render_data->scene_data->cam_transform.origin);
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// Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player.
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if (inst->fade_far && fade_dist > inst->fade_far_begin) {
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fade_alpha = Math::smoothstep(0.0f, 1.0f, 1.0f - (fade_dist - inst->fade_far_begin) / (inst->fade_far_end - inst->fade_far_begin));
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