Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Improve the appearance of Deep Parallax in SpatialMaterial #51712

Closed
Closed
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
4 changes: 3 additions & 1 deletion scene/resources/material.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -757,7 +757,9 @@ void SpatialMaterial::_update_shader() {
code += "\t\tfloat layer_depth = 1.0 / num_layers;\n";
code += "\t\tfloat current_layer_depth = 0.0;\n";
code += "\t\tvec2 P = view_dir.xy * depth_scale;\n";
code += "\t\tvec2 delta = P / num_layers;\n";
// Improve the depth impression when viewed at oblique angles by dividing with `dot(VIEW, NORMAL)`.
// This may require more samples than usual to avoid artifacts, but generally looks better in most real world use cases.
code += "\t\tvec2 delta = P / num_layers / dot(VIEW, NORMAL);\n";
code += "\t\tvec2 ofs = base_uv;\n";
code += "\t\tfloat depth = textureLod(texture_depth, ofs, 0.0).r;\n";
code += "\t\tfloat current_depth = 0.0;\n";
Expand Down