#define_import_path bevy_pbr::fog #import bevy_pbr::{ mesh_view_bindings::fog, mesh_view_types::Fog, } // Fog formulas adapted from: // https://learn.microsoft.com/en-us/windows/win32/direct3d9/fog-formulas // https://catlikecoding.com/unity/tutorials/rendering/part-14/ // https://iquilezles.org/articles/fog/ (Atmospheric Fog and Scattering) fn scattering_adjusted_fog_color( fog_params: Fog, scattering: vec3, ) -> vec4 { if (fog_params.directional_light_color.a > 0.0) { return vec4( fog_params.base_color.rgb + scattering * fog_params.directional_light_color.rgb * fog_params.directional_light_color.a, fog_params.base_color.a, ); } else { return fog_params.base_color; } } fn linear_fog( fog_params: Fog, input_color: vec4, distance: f32, scattering: vec3, ) -> vec4 { var fog_color = scattering_adjusted_fog_color(fog_params, scattering); let start = fog_params.be.x; let end = fog_params.be.y; fog_color.a *= 1.0 - clamp((end - distance) / (end - start), 0.0, 1.0); return vec4(mix(input_color.rgb, fog_color.rgb, fog_color.a), input_color.a); } fn exponential_fog( fog_params: Fog, input_color: vec4, distance: f32, scattering: vec3, ) -> vec4 { var fog_color = scattering_adjusted_fog_color(fog_params, scattering); let density = fog_params.be.x; fog_color.a *= 1.0 - 1.0 / exp(distance * density); return vec4(mix(input_color.rgb, fog_color.rgb, fog_color.a), input_color.a); } fn exponential_squared_fog( fog_params: Fog, input_color: vec4, distance: f32, scattering: vec3, ) -> vec4 { var fog_color = scattering_adjusted_fog_color(fog_params, scattering); let distance_times_density = distance * fog_params.be.x; fog_color.a *= 1.0 - 1.0 / exp(distance_times_density * distance_times_density); return vec4(mix(input_color.rgb, fog_color.rgb, fog_color.a), input_color.a); } fn atmospheric_fog( fog_params: Fog, input_color: vec4, distance: f32, scattering: vec3, ) -> vec4 { var fog_color = scattering_adjusted_fog_color(fog_params, scattering); let extinction_factor = 1.0 - 1.0 / exp(distance * fog_params.be); let inscattering_factor = 1.0 - 1.0 / exp(distance * fog_params.bi); return vec4( input_color.rgb * (1.0 - extinction_factor * fog_color.a) + fog_color.rgb * inscattering_factor * fog_color.a, input_color.a ); }