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authorHugo Locurcio <hugo.locurcio@hugo.pro>2021-07-09 00:01:47 +0200
committerHugo Locurcio <hugo.locurcio@hugo.pro>2022-08-05 11:35:34 +0200
commite919e51a6b18e4ef63ce7089dec83dc77835ec3c (patch)
treed3823a20b25aa9da6ba34f6bf2ae933ac95d3270 /scene/resources
parent44d3c8402ebc0d1e77936dbf909a1ddcb48ab193 (diff)
Use interleaved gradient noise for distance fade
This provides better visuals and performance compared to the previous ordered dither.
Diffstat (limited to 'scene/resources')
-rw-r--r--scene/resources/material.cpp35
1 files changed, 9 insertions, 26 deletions
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index 176af9a1b6..55356c2058 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -1278,38 +1278,21 @@ void BaseMaterial3D::_update_shader() {
if ((distance_fade == DISTANCE_FADE_OBJECT_DITHER || distance_fade == DISTANCE_FADE_PIXEL_DITHER)) {
if (!RenderingServer::get_singleton()->is_low_end()) {
code += " {\n";
+
if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) {
code += " float fade_distance = abs((VIEW_MATRIX * MODEL_MATRIX[3]).z);\n";
} else {
- code += " float fade_distance=-VERTEX.z;\n";
+ code += " float fade_distance = -VERTEX.z;\n";
}
+ // Use interleaved gradient noise, which is fast but still looks good.
+ code += " const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);";
+ code += " float fade = clamp(smoothstep(distance_fade_min, distance_fade_max, fade_distance), 0.0, 1.0);\n";
+ // Use a hard cap to prevent a few stray pixels from remaining when past the fade-out distance.
+ code += " if (fade < 0.001 || fade < fract(magic.z * fract(dot(FRAGCOORD.xy, magic.xy)))) {\n";
+ code += " discard;\n";
+ code += " }\n";
- code += " float fade=clamp(smoothstep(distance_fade_min,distance_fade_max,fade_distance),0.0,1.0);\n";
- code += " int x = int(FRAGCOORD.x) % 4;\n";
- code += " int y = int(FRAGCOORD.y) % 4;\n";
- code += " int index = x + y * 4;\n";
- code += " float limit = 0.0;\n\n";
- code += " if (x < 8) {\n";
- code += " if (index == 0) limit = 0.0625;\n";
- code += " if (index == 1) limit = 0.5625;\n";
- code += " if (index == 2) limit = 0.1875;\n";
- code += " if (index == 3) limit = 0.6875;\n";
- code += " if (index == 4) limit = 0.8125;\n";
- code += " if (index == 5) limit = 0.3125;\n";
- code += " if (index == 6) limit = 0.9375;\n";
- code += " if (index == 7) limit = 0.4375;\n";
- code += " if (index == 8) limit = 0.25;\n";
- code += " if (index == 9) limit = 0.75;\n";
- code += " if (index == 10) limit = 0.125;\n";
- code += " if (index == 11) limit = 0.625;\n";
- code += " if (index == 12) limit = 1.0;\n";
- code += " if (index == 13) limit = 0.5;\n";
- code += " if (index == 14) limit = 0.875;\n";
- code += " if (index == 15) limit = 0.375;\n";
- code += " }\n\n";
- code += " if (fade < limit)\n";
- code += " discard;\n";
code += " }\n\n";
}