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-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp17
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h5
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp4
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h1
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl11
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl11
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_data_inc.glsl13
-rw-r--r--servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp5
-rw-r--r--servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h13
9 files changed, 64 insertions, 16 deletions
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
index e972d91072..c454d35d28 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -374,7 +374,7 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p
SceneShaderForwardClustered::PipelineVersion pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_MAX; // Assigned to silence wrong -Wmaybe-initialized.
uint32_t pipeline_color_pass_flags = 0;
- uint32_t pipeline_specialization = 0;
+ uint32_t pipeline_specialization = p_params->spec_constant_base_flags;
if constexpr (p_pass_mode == PASS_MODE_COLOR) {
if (element_info.uses_softshadow) {
@@ -1884,6 +1884,13 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
bool debug_sdfgi_probes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES;
bool depth_pre_pass = bool(GLOBAL_GET("rendering/driver/depth_prepass/enable")) && depth_framebuffer.is_valid();
+ uint32_t spec_constant_base_flags = 0;
+ {
+ if (p_render_data->environment.is_valid() && environment_get_fog_mode(p_render_data->environment) == RS::EnvironmentFogMode::ENV_FOG_MODE_DEPTH) {
+ spec_constant_base_flags |= 1 << SPEC_CONSTANT_USE_DEPTH_FOG;
+ }
+ }
+
bool using_ssao = depth_pre_pass && !is_reflection_probe && p_render_data->environment.is_valid() && environment_get_ssao_enabled(p_render_data->environment);
if (depth_pre_pass) { //depth pre pass
@@ -1906,7 +1913,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, nullptr, RID(), samplers);
bool finish_depth = using_ssao || using_ssil || using_sdfgi || using_voxelgi;
- RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, depth_pass_mode, 0, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, depth_pass_mode, 0, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count, 0, spec_constant_base_flags);
_render_list_with_draw_list(&render_list_params, depth_framebuffer, needs_pre_resolve ? RD::INITIAL_ACTION_LOAD : RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, needs_pre_resolve ? RD::INITIAL_ACTION_LOAD : RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, needs_pre_resolve ? Vector<Color>() : depth_pass_clear);
RD::get_singleton()->draw_command_end_label();
@@ -1972,7 +1979,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
uint32_t opaque_color_pass_flags = using_motion_pass ? (color_pass_flags & ~COLOR_PASS_FLAG_MOTION_VECTORS) : color_pass_flags;
RID opaque_framebuffer = using_motion_pass ? rb_data->get_color_pass_fb(opaque_color_pass_flags) : color_framebuffer;
- RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, opaque_color_pass_flags, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, opaque_color_pass_flags, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count, 0, spec_constant_base_flags);
_render_list_with_draw_list(&render_list_params, opaque_framebuffer, load_color ? RD::INITIAL_ACTION_LOAD : RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, depth_pre_pass ? RD::INITIAL_ACTION_LOAD : RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, c, 1.0, 0);
}
@@ -1992,7 +1999,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_MOTION, p_render_data, radiance_texture, samplers, true);
- RenderListParameters render_list_params(render_list[RENDER_LIST_MOTION].elements.ptr(), render_list[RENDER_LIST_MOTION].element_info.ptr(), render_list[RENDER_LIST_MOTION].elements.size(), reverse_cull, PASS_MODE_COLOR, color_pass_flags, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_MOTION].elements.ptr(), render_list[RENDER_LIST_MOTION].element_info.ptr(), render_list[RENDER_LIST_MOTION].elements.size(), reverse_cull, PASS_MODE_COLOR, color_pass_flags, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count, 0, spec_constant_base_flags);
_render_list_with_draw_list(&render_list_params, color_framebuffer, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE);
RD::get_singleton()->draw_command_end_label();
@@ -2125,7 +2132,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
}
RID alpha_framebuffer = rb_data.is_valid() ? rb_data->get_color_pass_fb(transparent_color_pass_flags) : color_only_framebuffer;
- RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), false, PASS_MODE_COLOR, transparent_color_pass_flags, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), false, PASS_MODE_COLOR, transparent_color_pass_flags, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count, 0, spec_constant_base_flags);
_render_list_with_draw_list(&render_list_params, alpha_framebuffer, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE);
}
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
index be55341102..51fd0aaffb 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
@@ -72,6 +72,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
SPEC_CONSTANT_DIRECTIONAL_PENUMBRA_SHADOW_SAMPLES = 9,
SPEC_CONSTANT_DECAL_FILTER = 10,
SPEC_CONSTANT_PROJECTOR_FILTER = 11,
+ SPEC_CONSTANT_USE_DEPTH_FOG = 12,
};
enum {
@@ -210,8 +211,9 @@ class RenderForwardClustered : public RendererSceneRenderRD {
RD::FramebufferFormatID framebuffer_format = 0;
uint32_t element_offset = 0;
bool use_directional_soft_shadow = false;
+ uint32_t spec_constant_base_flags = 0;
- RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, uint32_t p_color_pass_flags, bool p_no_gi, bool p_use_directional_soft_shadows, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, uint32_t p_view_count = 1, uint32_t p_element_offset = 0) {
+ RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, uint32_t p_color_pass_flags, bool p_no_gi, bool p_use_directional_soft_shadows, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, uint32_t p_view_count = 1, uint32_t p_element_offset = 0, uint32_t p_spec_constant_base_flags = 0) {
elements = p_elements;
element_info = p_element_info;
element_count = p_element_count;
@@ -227,6 +229,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
element_offset = p_element_offset;
use_directional_soft_shadow = p_use_directional_soft_shadows;
+ spec_constant_base_flags = p_spec_constant_base_flags;
}
};
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
index 29c5deb6c2..fd81430983 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -899,6 +899,10 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
if (!is_environment(p_render_data->environment) || !environment_get_fog_enabled(p_render_data->environment)) {
spec_constant_base_flags |= 1 << SPEC_CONSTANT_DISABLE_FOG;
}
+
+ if (p_render_data->environment.is_valid() && environment_get_fog_mode(p_render_data->environment) == RS::EnvironmentFogMode::ENV_FOG_MODE_DEPTH) {
+ spec_constant_base_flags |= 1 << SPEC_CONSTANT_USE_DEPTH_FOG;
+ }
}
{
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
index ba5fefc83f..5c02204627 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
@@ -80,6 +80,7 @@ private:
SPEC_CONSTANT_DISABLE_DECALS = 13,
SPEC_CONSTANT_DISABLE_FOG = 14,
+ SPEC_CONSTANT_USE_DEPTH_FOG = 16,
};
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
index cb95621219..6eae64c04e 100644
--- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
@@ -656,6 +656,7 @@ layout(constant_id = 9) const uint sc_directional_penumbra_shadow_samples = 4;
layout(constant_id = 10) const bool sc_decal_use_mipmaps = true;
layout(constant_id = 11) const bool sc_projector_use_mipmaps = true;
+layout(constant_id = 12) const bool sc_use_depth_fog = false;
// not used in clustered renderer but we share some code with the mobile renderer that requires this.
const float sc_luminance_multiplier = 1.0;
@@ -848,7 +849,15 @@ vec4 fog_process(vec3 vertex) {
}
}
- float fog_amount = 1.0 - exp(min(0.0, -length(vertex) * scene_data_block.data.fog_density));
+ float fog_amount = 0.0;
+
+ if (sc_use_depth_fog) {
+ float fog_z = smoothstep(scene_data_block.data.fog_depth_begin, scene_data_block.data.fog_depth_end, length(vertex));
+ float fog_quad_amount = pow(fog_z, scene_data_block.data.fog_depth_curve) * scene_data_block.data.fog_density;
+ fog_amount = fog_quad_amount;
+ } else {
+ fog_amount = 1 - exp(min(0.0, -length(vertex) * scene_data_block.data.fog_density));
+ }
if (abs(scene_data_block.data.fog_height_density) >= 0.0001) {
float y = (scene_data_block.data.inv_view_matrix * vec4(vertex, 1.0)).y;
diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
index e9c69058f2..259edc63a0 100644
--- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
@@ -525,6 +525,7 @@ layout(constant_id = 12) const bool sc_disable_directional_lights = false;
layout(constant_id = 7) const bool sc_decal_use_mipmaps = true;
layout(constant_id = 13) const bool sc_disable_decals = false;
layout(constant_id = 14) const bool sc_disable_fog = false;
+layout(constant_id = 16) const bool sc_use_depth_fog = false;
#endif //!MODE_RENDER_DEPTH
@@ -690,7 +691,15 @@ vec4 fog_process(vec3 vertex) {
}
}
- float fog_amount = 1.0 - exp(min(0.0, -length(vertex) * scene_data_block.data.fog_density));
+ float fog_amount = 0.0;
+
+ if (sc_use_depth_fog) {
+ float fog_z = smoothstep(scene_data_block.data.fog_depth_begin, scene_data_block.data.fog_depth_end, length(vertex));
+ float fog_quad_amount = pow(fog_z, scene_data_block.data.fog_depth_curve) * scene_data_block.data.fog_density;
+ fog_amount = fog_quad_amount;
+ } else {
+ fog_amount = 1 - exp(min(0.0, -length(vertex) * scene_data_block.data.fog_density));
+ }
if (abs(scene_data_block.data.fog_height_density) >= 0.0001) {
float y = (scene_data_block.data.inv_view_matrix * vec4(vertex, 1.0)).y;
diff --git a/servers/rendering/renderer_rd/shaders/scene_data_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_data_inc.glsl
index 70e670c3f7..67542d61fd 100644
--- a/servers/rendering/renderer_rd/shaders/scene_data_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_data_inc.glsl
@@ -49,24 +49,29 @@ struct SceneData {
mediump float opaque_prepass_threshold;
bool fog_enabled;
+ uint fog_mode;
highp float fog_density;
highp float fog_height;
highp float fog_height_density;
+ highp float fog_depth_curve;
+ highp float pad;
+ highp float fog_depth_begin;
+
mediump vec3 fog_light_color;
- mediump float fog_sun_scatter;
+ highp float fog_depth_end;
+ mediump float fog_sun_scatter;
mediump float fog_aerial_perspective;
highp float time;
mediump float reflection_multiplier; // one normally, zero when rendering reflections
- bool material_uv2_mode;
vec2 taa_jitter;
+ bool material_uv2_mode;
float emissive_exposure_normalization;
- float IBL_exposure_normalization;
+ float IBL_exposure_normalization;
bool pancake_shadows;
uint camera_visible_layers;
float pass_alpha_multiplier;
- uint pad3;
};
diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp
index 506e78bae9..86f0f5acf2 100644
--- a/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp
@@ -168,11 +168,16 @@ void RenderSceneDataRD::update_ubo(RID p_uniform_buffer, RS::ViewportDebugDraw p
}
ubo.fog_enabled = render_scene_render->environment_get_fog_enabled(p_env);
+ ubo.fog_mode = render_scene_render->environment_get_fog_mode(p_env);
ubo.fog_density = render_scene_render->environment_get_fog_density(p_env);
ubo.fog_height = render_scene_render->environment_get_fog_height(p_env);
ubo.fog_height_density = render_scene_render->environment_get_fog_height_density(p_env);
ubo.fog_aerial_perspective = render_scene_render->environment_get_fog_aerial_perspective(p_env);
+ ubo.fog_depth_curve = render_scene_render->environment_get_fog_depth_curve(p_env);
+ ubo.fog_depth_end = render_scene_render->environment_get_fog_depth_end(p_env) > 0.0 ? render_scene_render->environment_get_fog_depth_end(p_env) : ubo.z_far;
+ ubo.fog_depth_begin = MIN(render_scene_render->environment_get_fog_depth_begin(p_env), ubo.fog_depth_end - 0.001);
+
Color fog_color = render_scene_render->environment_get_fog_light_color(p_env).srgb_to_linear();
float fog_energy = render_scene_render->environment_get_fog_light_energy(p_env);
diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h
index f93f22816b..9453966a86 100644
--- a/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h
+++ b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h
@@ -131,26 +131,31 @@ private:
// Fog
uint32_t fog_enabled;
+ uint32_t fog_mode;
float fog_density;
float fog_height;
+
float fog_height_density;
+ float fog_depth_curve;
+ float pad;
+ float fog_depth_begin;
float fog_light_color[3];
- float fog_sun_scatter;
+ float fog_depth_end;
+ float fog_sun_scatter;
float fog_aerial_perspective;
float time;
float reflection_multiplier;
- uint32_t material_uv2_mode;
float taa_jitter[2];
+ uint32_t material_uv2_mode;
float emissive_exposure_normalization; // Needed to normalize emissive when using physical units.
- float IBL_exposure_normalization; // Adjusts for baked exposure.
+ float IBL_exposure_normalization; // Adjusts for baked exposure.
uint32_t pancake_shadows;
uint32_t camera_visible_layers;
float pass_alpha_multiplier;
- uint32_t pad3;
};
struct UBODATA {