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Radial fog for clustered renderer #53196
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It sounds like a bug. Changes that affect core rendering should be made both in the clustered renderer and the mobile renderer. Also, after testing, can you confirm that this change fixes the issue in #52707? |
After this commit the fog behaves radially, which fixes the #52707. Something that I did not consider is the Sky.glsl shader referred in the issue #52707. It uses scene_data.z_far to calculate the fog amount, which from my testing seems to be the viewport's frustum far distance, and affects the only background rendering. I am not sure if it should be that way and the fog cannot be computed radially with that information. I will make the changes of the mobile renderer the same way I did for the clustered renderer. |
As the person who opened #52707 I'd say it works just fine so I confirm it fixes the issue, but yeah Mobile renderer is currently in a broken state, Lights are also missing right now. |
Looks good. Can you please squash your commits together?
You don't need to make changes to the sky. Since it uses a constant fog amount it doesn't have the problem described in #52707 |
I spend more time with the squashing that I'd like to admit, at least i get to practice with source control, I hope is correct now. If not, let me know. |
It looks like you added two more commits instead of squashing them. The docs have a very helpful explanation for how to squash commits here https://docs.godotengine.org/en/stable/community/contributing/pr_workflow.html#the-interactive-rebase |
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How about now? if the source controls is not in the right state I will consider doing another pull request. |
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Looks great! Good work.
Thanks! |
This pull request is for the issue #52707, however, it is for the "clustered renderer" back end only since I could not make the fog appear in the "forward mobile" back end by user means.
It is possibly a bug or there is a way to enable it that I don't know.
Bugsquad edit: Fixes #52707.