From d926be72ed38f5b639f3f186175b3b2c978fb202 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Thu, 8 Jul 2021 23:17:22 +0200 Subject: Use circular fade instead of linear fade for distance fade This makes distance fade look the same regardless of the camera angle, for all distance fade modes (Pixel Alpha, Pixel Dither, Object Dither). Distance fade now behaves like fog in this regard. --- scene/resources/material.cpp | 9 +++++---- 1 file changed, 5 insertions(+), 4 deletions(-) diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index e457b2d377..a16d2c2072 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -1252,15 +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);"; @@ -1274,7 +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"; } } -- cgit v1.2.3