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cadaver avatar cadaver commented on May 4, 2024

There are two ways to do this:

  • as a postprocess like Unity does. This requires either deferred/prepass rendering or the ForwardDepth render path, which also outputs depth to a texture. Because depth is only rendered for fully opaque objects, it would not work right with transparencies
  • do the height fog calculation in the pixel shader for each object. This requires no postprocessing and also works for transparencies, but requires a modified shader & material for each object that will use the height fog.

This is not necessarily a core engine feature as such, but can already be done with custom shaders.

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rasteron avatar rasteron commented on May 4, 2024

Ok thanks Lasse. Can I leave this issue open as a feature request? Maybe considered to be added in the shader branch?

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cadaver avatar cadaver commented on May 4, 2024

Yes let's certainly leave it open.

It would be best if it was integrated into the Zone component. I believe the Shader Model 2 pixel shaders are already "full" (ie. almost exceed the instruction limit) and can't add features without removing some, but for SM3 it could be added into the default shaders as an option.

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rasteron avatar rasteron commented on May 4, 2024

Great, noted on that and thanks again.

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primitivewaste avatar primitivewaste commented on May 4, 2024

Good feature for the shaders branch. I'll take it on.

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rasteron avatar rasteron commented on May 4, 2024

Thanks Sebastian, you're the best.

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primitivewaste avatar primitivewaste commented on May 4, 2024

Zone integrated height fog is now in the shaders branch.

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friesencr avatar friesencr commented on May 4, 2024

Will the shader branch be merged into master or will it remain a branch?

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primitivewaste avatar primitivewaste commented on May 4, 2024

Yes, the plan is to eventually merge the shaders branch into master. There's still plenty of work left though.

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