Comments (9)
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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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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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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Great, noted on that and thanks again.
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Good feature for the shaders branch. I'll take it on.
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Thanks Sebastian, you're the best.
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Zone integrated height fog is now in the shaders branch.
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Will the shader branch be merged into master or will it remain a branch?
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Yes, the plan is to eventually merge the shaders branch into master. There's still plenty of work left though.
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