diff options
Diffstat (limited to 'scene/resources/material.cpp')
-rw-r--r-- | scene/resources/material.cpp | 24 |
1 files changed, 10 insertions, 14 deletions
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index 10d193f950..a16d2c2072 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -92,18 +92,13 @@ void Material::inspect_native_shader_code() { RID Material::get_shader_rid() const { RID ret; - if (GDVIRTUAL_REQUIRED_CALL(_get_shader_rid, ret)) { - return ret; - } - return RID(); + GDVIRTUAL_REQUIRED_CALL(_get_shader_rid, ret); + return ret; } Shader::Mode Material::get_shader_mode() const { - Shader::Mode ret; - if (GDVIRTUAL_REQUIRED_CALL(_get_shader_mode, ret)) { - return ret; - } - - return Shader::MODE_MAX; + Shader::Mode ret = Shader::MODE_MAX; + GDVIRTUAL_REQUIRED_CALL(_get_shader_mode, ret); + return ret; } bool Material::_can_do_next_pass() const { @@ -1257,15 +1252,16 @@ void BaseMaterial3D::_update_shader() { } if (distance_fade != DISTANCE_FADE_DISABLED) { + // Use the slightly more expensive circular fade (distance to the object) instead of linear + // (Z distance), so that the fade is always the same regardless of the camera angle. 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"; - + code += " float fade_distance = length((VIEW_MATRIX * MODEL_MATRIX[3]));\n"; } else { - code += " float fade_distance = -VERTEX.z;\n"; + code += " float fade_distance = length(VERTEX);\n"; } // Use interleaved gradient noise, which is fast but still looks good. code += " const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);"; @@ -1279,7 +1275,7 @@ void BaseMaterial3D::_update_shader() { } } else { - code += " ALPHA*=clamp(smoothstep(distance_fade_min,distance_fade_max,-VERTEX.z),0.0,1.0);\n"; + code += " ALPHA *= clamp(smoothstep(distance_fade_min, distance_fade_max, length(VERTEX)), 0.0, 1.0);\n"; } } |