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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-10-12 19:56:03 +0200 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-10-13 00:45:49 +0200 |
commit | 6aebc7b66efe9cfd562f702b86f0fac070ee2ec2 (patch) | |
tree | 6b5256c2e7c4ea95b63337b1c99d7ece9db40e79 /servers | |
parent | ea47e03b360d0aeee10c1f7ef798f5750c2b1aa8 (diff) |
Fix volumetric fog not rendering at densities lower than or equal to 0.001
This allows volumetric fog to render with the lowest density that
can be specified in the inspector (0.0001).
Diffstat (limited to 'servers')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl index eed9038502..28507e6c12 100644 --- a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl @@ -381,7 +381,7 @@ void main() { float cell_depth_size = abs(view_pos.z - get_depth_at_pos(fog_cell_size.z, pos.z + 1)); //compute directional lights - if (total_density > 0.001) { + if (total_density > 0.00005) { for (uint i = 0; i < params.directional_light_count; i++) { if (directional_lights.data[i].volumetric_fog_energy > 0.001) { vec3 shadow_attenuation = vec3(1.0); |