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Add Environment properties to make fixed and volumetric fog not affect sky rendering #4102
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Keep in mind, sky shaders have a |
I see, I wasn't aware about that. Maybe |
@Calinou I think thats the way to do it if this is desired! We could also expose the FOG builtin as a uniform as well if users desire it. |
Having that option is very much desired, it greatly increases the flexibility of the fog and is very straight forward. |
Related to this proposal, I noticed that the current dependency on z-far distance also breaks when using reflection probes as the z-far distance changes between probes. Unless you set the probe's |
Describe the project you are working on
The Godot editor 🙂
Describe the problem or limitation you are having in your project
Fog rendering in Godot 4.0 always affects the sky rendering. This may not always desired, especially when you are using fog as an atmospheric effect (without intending it to be used for open world fog fading). For fixed (non-volumetric) fog, setting Aerial Perspective to 1 will let you see the background sky again, but it has a performance cost.
In comparison, fog in Godot 3.x never affects sky rendering.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Add a way to make fog rendering not fully affect sky rendering, so that the background sky can still be partially visible.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Add Fog Sky Affect and Volumetric Fog Sky Affect properties to Environment. By default, both would default to
1.0
. If set to0.0
, then fog rendering will not affect the sky at all. Intermediate values will only partially affect sky rendering.I have a WIP pull request implementing this: https://github.com/Calinou/godot/tree/environment-fog-add-sky-affect
If this enhancement will not be used often, can it be worked around with a few lines of script?
No, as this is core rendering functionality (implemented in the sky GLSL shader, which is not user-overwritable).
Is there a reason why this should be core and not an add-on in the asset library?
See above.
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