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Restored fog (non volumetric).

Uses a simpler and more intuitive implementation based on density.
Its less flexible than before, but its easier to get nice results.
Juan Linietsky 5 years ago
parent
commit
6a5ecfdef1

+ 61 - 174
scene/resources/environment.cpp

@@ -694,150 +694,59 @@ bool Environment::is_fog_enabled() const {
 	return fog_enabled;
 }
 
-void Environment::set_fog_color(const Color &p_color) {
-	fog_color = p_color;
+void Environment::set_fog_light_color(const Color &p_light_color) {
+	fog_light_color = p_light_color;
 	_update_fog();
 }
-
-Color Environment::get_fog_color() const {
-	return fog_color;
+Color Environment::get_fog_light_color() const {
+	return fog_light_color;
 }
-
-void Environment::set_fog_sun_color(const Color &p_color) {
-	fog_sun_color = p_color;
+void Environment::set_fog_light_energy(float p_amount) {
+	fog_light_energy = p_amount;
 	_update_fog();
 }
-
-Color Environment::get_fog_sun_color() const {
-	return fog_sun_color;
+float Environment::get_fog_light_energy() const {
+	return fog_light_energy;
 }
-
-void Environment::set_fog_sun_amount(float p_amount) {
-	fog_sun_amount = p_amount;
+void Environment::set_fog_sun_scatter(float p_amount) {
+	fog_sun_scatter = p_amount;
 	_update_fog();
 }
-
-float Environment::get_fog_sun_amount() const {
-	return fog_sun_amount;
-}
-
-void Environment::_update_fog() {
-	RS::get_singleton()->environment_set_fog(
-			environment,
-			fog_enabled,
-			fog_color,
-			fog_sun_color,
-			fog_sun_amount);
-}
-
-void Environment::set_fog_depth_enabled(bool p_enabled) {
-	fog_depth_enabled = p_enabled;
-	_update_fog_depth();
-}
-
-bool Environment::is_fog_depth_enabled() const {
-	return fog_depth_enabled;
-}
-
-void Environment::set_fog_depth_begin(float p_distance) {
-	fog_depth_begin = p_distance;
-	_update_fog_depth();
-}
-
-float Environment::get_fog_depth_begin() const {
-	return fog_depth_begin;
-}
-
-void Environment::set_fog_depth_end(float p_distance) {
-	fog_depth_end = p_distance;
-	_update_fog_depth();
-}
-
-float Environment::get_fog_depth_end() const {
-	return fog_depth_end;
+float Environment::get_fog_sun_scatter() const {
+	return fog_sun_scatter;
 }
-
-void Environment::set_fog_depth_curve(float p_curve) {
-	fog_depth_curve = p_curve;
-	_update_fog_depth();
-}
-
-float Environment::get_fog_depth_curve() const {
-	return fog_depth_curve;
-}
-
-void Environment::set_fog_transmit_enabled(bool p_enabled) {
-	fog_transmit_enabled = p_enabled;
-	_update_fog_depth();
-}
-
-bool Environment::is_fog_transmit_enabled() const {
-	return fog_transmit_enabled;
-}
-
-void Environment::set_fog_transmit_curve(float p_curve) {
-	fog_transmit_curve = p_curve;
-	_update_fog_depth();
-}
-
-float Environment::get_fog_transmit_curve() const {
-	return fog_transmit_curve;
-}
-
-void Environment::_update_fog_depth() {
-	RS::get_singleton()->environment_set_fog_depth(
-			environment,
-			fog_depth_enabled,
-			fog_depth_begin,
-			fog_depth_end,
-			fog_depth_curve,
-			fog_transmit_enabled,
-			fog_transmit_curve);
-}
-
-void Environment::set_fog_height_enabled(bool p_enabled) {
-	fog_height_enabled = p_enabled;
-	_update_fog_height();
-}
-
-bool Environment::is_fog_height_enabled() const {
-	return fog_height_enabled;
-}
-
-void Environment::set_fog_height_min(float p_distance) {
-	fog_height_min = p_distance;
-	_update_fog_height();
+void Environment::set_fog_density(float p_amount) {
+	fog_density = p_amount;
+	_update_fog();
 }
-
-float Environment::get_fog_height_min() const {
-	return fog_height_min;
+float Environment::get_fog_density() const {
+	return fog_density;
 }
-
-void Environment::set_fog_height_max(float p_distance) {
-	fog_height_max = p_distance;
-	_update_fog_height();
+void Environment::set_fog_height(float p_amount) {
+	fog_height = p_amount;
+	_update_fog();
 }
-
-float Environment::get_fog_height_max() const {
-	return fog_height_max;
+float Environment::get_fog_height() const {
+	return fog_height;
 }
-
-void Environment::set_fog_height_curve(float p_distance) {
-	fog_height_curve = p_distance;
-	_update_fog_height();
+void Environment::set_fog_height_density(float p_amount) {
+	fog_height_density = p_amount;
+	_update_fog();
 }
-
-float Environment::get_fog_height_curve() const {
-	return fog_height_curve;
+float Environment::get_fog_height_density() const {
+	return fog_height_density;
 }
 
-void Environment::_update_fog_height() {
-	RS::get_singleton()->environment_set_fog_height(
+void Environment::_update_fog() {
+	RS::get_singleton()->environment_set_fog(
 			environment,
-			fog_height_enabled,
-			fog_height_min,
-			fog_height_max,
-			fog_height_curve);
+			fog_enabled,
+			fog_light_color,
+			fog_light_energy,
+			fog_sun_scatter,
+			fog_density,
+			fog_height,
+			fog_height_density);
 }
 
 // Volumetric Fog
@@ -1003,6 +912,7 @@ void Environment::_validate_property(PropertyInfo &property) const {
 
 	static const char *hide_prefixes[] = {
 		"fog_",
+		"volumetric_fog_",
 		"auto_exposure_",
 		"ss_reflections_",
 		"ssao_",
@@ -1290,52 +1200,31 @@ void Environment::_bind_methods() {
 
 	ClassDB::bind_method(D_METHOD("set_fog_enabled", "enabled"), &Environment::set_fog_enabled);
 	ClassDB::bind_method(D_METHOD("is_fog_enabled"), &Environment::is_fog_enabled);
-	ClassDB::bind_method(D_METHOD("set_fog_color", "color"), &Environment::set_fog_color);
-	ClassDB::bind_method(D_METHOD("get_fog_color"), &Environment::get_fog_color);
-	ClassDB::bind_method(D_METHOD("set_fog_sun_color", "color"), &Environment::set_fog_sun_color);
-	ClassDB::bind_method(D_METHOD("get_fog_sun_color"), &Environment::get_fog_sun_color);
-	ClassDB::bind_method(D_METHOD("set_fog_sun_amount", "amount"), &Environment::set_fog_sun_amount);
-	ClassDB::bind_method(D_METHOD("get_fog_sun_amount"), &Environment::get_fog_sun_amount);
-
-	ClassDB::bind_method(D_METHOD("set_fog_depth_enabled", "enabled"), &Environment::set_fog_depth_enabled);
-	ClassDB::bind_method(D_METHOD("is_fog_depth_enabled"), &Environment::is_fog_depth_enabled);
-	ClassDB::bind_method(D_METHOD("set_fog_depth_begin", "distance"), &Environment::set_fog_depth_begin);
-	ClassDB::bind_method(D_METHOD("get_fog_depth_begin"), &Environment::get_fog_depth_begin);
-	ClassDB::bind_method(D_METHOD("set_fog_depth_end", "distance"), &Environment::set_fog_depth_end);
-	ClassDB::bind_method(D_METHOD("get_fog_depth_end"), &Environment::get_fog_depth_end);
-	ClassDB::bind_method(D_METHOD("set_fog_depth_curve", "curve"), &Environment::set_fog_depth_curve);
-	ClassDB::bind_method(D_METHOD("get_fog_depth_curve"), &Environment::get_fog_depth_curve);
-	ClassDB::bind_method(D_METHOD("set_fog_transmit_enabled", "enabled"), &Environment::set_fog_transmit_enabled);
-	ClassDB::bind_method(D_METHOD("is_fog_transmit_enabled"), &Environment::is_fog_transmit_enabled);
-	ClassDB::bind_method(D_METHOD("set_fog_transmit_curve", "curve"), &Environment::set_fog_transmit_curve);
-	ClassDB::bind_method(D_METHOD("get_fog_transmit_curve"), &Environment::get_fog_transmit_curve);
-
-	ClassDB::bind_method(D_METHOD("set_fog_height_enabled", "enabled"), &Environment::set_fog_height_enabled);
-	ClassDB::bind_method(D_METHOD("is_fog_height_enabled"), &Environment::is_fog_height_enabled);
-	ClassDB::bind_method(D_METHOD("set_fog_height_min", "height"), &Environment::set_fog_height_min);
-	ClassDB::bind_method(D_METHOD("get_fog_height_min"), &Environment::get_fog_height_min);
-	ClassDB::bind_method(D_METHOD("set_fog_height_max", "height"), &Environment::set_fog_height_max);
-	ClassDB::bind_method(D_METHOD("get_fog_height_max"), &Environment::get_fog_height_max);
-	ClassDB::bind_method(D_METHOD("set_fog_height_curve", "curve"), &Environment::set_fog_height_curve);
-	ClassDB::bind_method(D_METHOD("get_fog_height_curve"), &Environment::get_fog_height_curve);
-
-	ADD_GROUP("Fixed Fog", "fog_");
+	ClassDB::bind_method(D_METHOD("set_fog_light_color", "light_color"), &Environment::set_fog_light_color);
+	ClassDB::bind_method(D_METHOD("get_fog_light_color"), &Environment::get_fog_light_color);
+	ClassDB::bind_method(D_METHOD("set_fog_light_energy", "light_energy"), &Environment::set_fog_light_energy);
+	ClassDB::bind_method(D_METHOD("get_fog_light_energy"), &Environment::get_fog_light_energy);
+	ClassDB::bind_method(D_METHOD("set_fog_sun_scatter", "sun_scatter"), &Environment::set_fog_sun_scatter);
+	ClassDB::bind_method(D_METHOD("get_fog_sun_scatter"), &Environment::get_fog_sun_scatter);
+
+	ClassDB::bind_method(D_METHOD("set_fog_density", "density"), &Environment::set_fog_density);
+	ClassDB::bind_method(D_METHOD("get_fog_density"), &Environment::get_fog_density);
+
+	ClassDB::bind_method(D_METHOD("set_fog_height", "height"), &Environment::set_fog_height);
+	ClassDB::bind_method(D_METHOD("get_fog_height"), &Environment::get_fog_height);
+
+	ClassDB::bind_method(D_METHOD("set_fog_height_density", "height_density"), &Environment::set_fog_height_density);
+	ClassDB::bind_method(D_METHOD("get_fog_height_density"), &Environment::get_fog_height_density);
+
+	ADD_GROUP("Fog", "fog_");
 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fog_enabled"), "set_fog_enabled", "is_fog_enabled");
-	ADD_PROPERTY(PropertyInfo(Variant::COLOR, "fog_color"), "set_fog_color", "get_fog_color");
-	ADD_PROPERTY(PropertyInfo(Variant::COLOR, "fog_sun_color"), "set_fog_sun_color", "get_fog_sun_color");
-	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_sun_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_fog_sun_amount", "get_fog_sun_amount");
-
-	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fog_depth_enabled"), "set_fog_depth_enabled", "is_fog_depth_enabled");
-	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_depth_begin", PROPERTY_HINT_RANGE, "0,4000,0.1"), "set_fog_depth_begin", "get_fog_depth_begin");
-	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_depth_end", PROPERTY_HINT_RANGE, "0,4000,0.1,or_greater"), "set_fog_depth_end", "get_fog_depth_end");
-	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_depth_curve", PROPERTY_HINT_EXP_EASING), "set_fog_depth_curve", "get_fog_depth_curve");
-	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fog_transmit_enabled"), "set_fog_transmit_enabled", "is_fog_transmit_enabled");
-	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_transmit_curve", PROPERTY_HINT_EXP_EASING), "set_fog_transmit_curve", "get_fog_transmit_curve");
-
-	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fog_height_enabled"), "set_fog_height_enabled", "is_fog_height_enabled");
-	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_height_min", PROPERTY_HINT_RANGE, "-4000,4000,0.1,or_lesser,or_greater"), "set_fog_height_min", "get_fog_height_min");
-	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_height_max", PROPERTY_HINT_RANGE, "-4000,4000,0.1,or_lesser,or_greater"), "set_fog_height_max", "get_fog_height_max");
-	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_height_curve", PROPERTY_HINT_EXP_EASING), "set_fog_height_curve", "get_fog_height_curve");
+	ADD_PROPERTY(PropertyInfo(Variant::COLOR, "fog_light_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_fog_light_color", "get_fog_light_color");
+	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_light_energy", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_fog_light_energy", "get_fog_light_energy");
+	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_sun_scatter", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater"), "set_fog_sun_scatter", "get_fog_sun_scatter");
+
+	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_density", PROPERTY_HINT_RANGE, "0,16,0.0001"), "set_fog_density", "get_fog_density");
+	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_height", PROPERTY_HINT_RANGE, "-1024,1024,0.01,or_lesser,or_greater"), "set_fog_height", "get_fog_height");
+	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_height_density", PROPERTY_HINT_RANGE, "0,128,0.001,or_greater"), "set_fog_height_density", "get_fog_height_density");
 
 	ClassDB::bind_method(D_METHOD("set_volumetric_fog_enabled", "enabled"), &Environment::set_volumetric_fog_enabled);
 	ClassDB::bind_method(D_METHOD("is_volumetric_fog_enabled"), &Environment::is_volumetric_fog_enabled);
@@ -1444,8 +1333,6 @@ Environment::Environment() {
 	_update_sdfgi();
 	_update_glow();
 	_update_fog();
-	_update_fog_depth();
-	_update_fog_height();
 	_update_adjustment();
 	_update_volumetric_fog();
 	_change_notify();

+ 21 - 45
scene/resources/environment.h

@@ -184,24 +184,14 @@ private:
 
 	// Fog
 	bool fog_enabled = false;
-	Color fog_color = Color(0.5, 0.6, 0.7);
-	Color fog_sun_color = Color(1.0, 0.9, 0.7);
-	float fog_sun_amount = 0.0;
-	void _update_fog();
-
-	bool fog_depth_enabled = true;
-	float fog_depth_begin = 10.0;
-	float fog_depth_end = 100.0;
-	float fog_depth_curve = 1.0;
-	bool fog_transmit_enabled = false;
-	float fog_transmit_curve = 1.0;
-	void _update_fog_depth();
+	Color fog_light_color = Color(0.5, 0.6, 0.7);
+	float fog_light_energy = 1.0;
+	float fog_sun_scatter = 0.0;
+	float fog_density = 0.001;
+	float fog_height = 0.0;
+	float fog_height_density = 0.0; //can be negative to invert effect
 
-	bool fog_height_enabled = false;
-	float fog_height_min = 10.0;
-	float fog_height_max = 0.0;
-	float fog_height_curve = 1.0;
-	void _update_fog_height();
+	void _update_fog();
 
 	// Volumetric Fog
 	bool volumetric_fog_enabled = false;
@@ -362,36 +352,22 @@ public:
 	float get_glow_hdr_luminance_cap() const;
 
 	// Fog
+
 	void set_fog_enabled(bool p_enabled);
 	bool is_fog_enabled() const;
-	void set_fog_color(const Color &p_color);
-	Color get_fog_color() const;
-	void set_fog_sun_color(const Color &p_color);
-	Color get_fog_sun_color() const;
-	void set_fog_sun_amount(float p_amount);
-	float get_fog_sun_amount() const;
-
-	void set_fog_depth_enabled(bool p_enabled);
-	bool is_fog_depth_enabled() const;
-	void set_fog_depth_begin(float p_distance);
-	float get_fog_depth_begin() const;
-	void set_fog_depth_end(float p_distance);
-	float get_fog_depth_end() const;
-	void set_fog_depth_curve(float p_curve);
-	float get_fog_depth_curve() const;
-	void set_fog_transmit_enabled(bool p_enabled);
-	bool is_fog_transmit_enabled() const;
-	void set_fog_transmit_curve(float p_curve);
-	float get_fog_transmit_curve() const;
-
-	void set_fog_height_enabled(bool p_enabled);
-	bool is_fog_height_enabled() const;
-	void set_fog_height_min(float p_distance);
-	float get_fog_height_min() const;
-	void set_fog_height_max(float p_distance);
-	float get_fog_height_max() const;
-	void set_fog_height_curve(float p_distance);
-	float get_fog_height_curve() const;
+	void set_fog_light_color(const Color &p_light_color);
+	Color get_fog_light_color() const;
+	void set_fog_light_energy(float p_amount);
+	float get_fog_light_energy() const;
+	void set_fog_sun_scatter(float p_amount);
+	float get_fog_sun_scatter() const;
+
+	void set_fog_density(float p_amount);
+	float get_fog_density() const;
+	void set_fog_height(float p_amount);
+	float get_fog_height() const;
+	void set_fog_height_density(float p_amount);
+	float get_fog_height_density() const;
 
 	// Volumetric Fog
 	void set_volumetric_fog_enabled(bool p_enable);

+ 1 - 4
servers/rendering/rasterizer.h

@@ -86,7 +86,6 @@ public:
 
 	virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) = 0;
 	virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) = 0;
-	virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) = 0;
 
 	virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_lenght, float p_detail_spread, float p_gi_inject, RS::EnvVolumetricFogShadowFilter p_shadow_filter) = 0;
 
@@ -111,9 +110,7 @@ public:
 
 	virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) = 0;
 
-	virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) = 0;
-	virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) = 0;
-	virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) = 0;
+	virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density) = 0;
 
 	virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) = 0;
 

+ 19 - 1
servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp

@@ -1146,6 +1146,7 @@ void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, RID p_rende
 
 	scene_state.ubo.gi_upscale_for_msaa = false;
 	scene_state.ubo.volumetric_fog_enabled = false;
+	scene_state.ubo.fog_enabled = false;
 
 	if (p_render_buffers.is_valid()) {
 		RenderBufferDataHighEnd *render_buffers = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffers);
@@ -1272,12 +1273,29 @@ void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, RID p_rende
 		scene_state.ubo.ssao_ao_affect = environment_get_ssao_ao_affect(p_environment);
 		scene_state.ubo.ssao_light_affect = environment_get_ssao_light_affect(p_environment);
 
-		Color ao_color = environment_get_ao_color(p_environment);
+		Color ao_color = environment_get_ao_color(p_environment).to_linear();
 		scene_state.ubo.ao_color[0] = ao_color.r;
 		scene_state.ubo.ao_color[1] = ao_color.g;
 		scene_state.ubo.ao_color[2] = ao_color.b;
 		scene_state.ubo.ao_color[3] = ao_color.a;
 
+		scene_state.ubo.fog_enabled = environment_is_fog_enabled(p_environment);
+		scene_state.ubo.fog_density = environment_get_fog_density(p_environment);
+		scene_state.ubo.fog_height = environment_get_fog_height(p_environment);
+		scene_state.ubo.fog_height_density = environment_get_fog_height_density(p_environment);
+		if (scene_state.ubo.fog_height_density >= 0.0001) {
+			scene_state.ubo.fog_height_density = 1.0 / scene_state.ubo.fog_height_density;
+		}
+
+		Color fog_color = environment_get_fog_light_color(p_environment).to_linear();
+		float fog_energy = environment_get_fog_light_energy(p_environment);
+
+		scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
+		scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
+		scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
+
+		scene_state.ubo.fog_sun_scatter = environment_get_fog_sun_scatter(p_environment);
+
 	} else {
 		if (p_reflection_probe.is_valid() && storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_reflection_probe))) {
 			scene_state.ubo.use_ambient_light = false;

+ 10 - 0
servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h

@@ -364,6 +364,16 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
 			float volumetric_fog_inv_length;
 			float volumetric_fog_detail_spread;
 			uint32_t volumetric_fog_pad;
+
+			// Fog
+
+			uint32_t fog_enabled;
+			float fog_density;
+			float fog_height;
+			float fog_height_density;
+
+			float fog_light_color[3];
+			float fog_sun_scatter;
 		};
 
 		UBO ubo;

+ 51 - 0
servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp

@@ -2914,6 +2914,57 @@ void RasterizerSceneRD::environment_set_sdfgi(RID p_env, bool p_enable, RS::Envi
 	env->sdfgi_y_scale = p_y_scale;
 }
 
+void RasterizerSceneRD::environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density) {
+	Environment *env = environment_owner.getornull(p_env);
+	ERR_FAIL_COND(!env);
+
+	env->fog_enabled = p_enable;
+	env->fog_light_color = p_light_color;
+	env->fog_light_energy = p_light_energy;
+	env->fog_sun_scatter = p_sun_scatter;
+	env->fog_density = p_density;
+	env->fog_height = p_height;
+	env->fog_height_density = p_height_density;
+}
+
+bool RasterizerSceneRD::environment_is_fog_enabled(RID p_env) const {
+	const Environment *env = environment_owner.getornull(p_env);
+	ERR_FAIL_COND_V(!env, false);
+
+	return env->fog_enabled;
+}
+Color RasterizerSceneRD::environment_get_fog_light_color(RID p_env) const {
+	const Environment *env = environment_owner.getornull(p_env);
+	ERR_FAIL_COND_V(!env, Color());
+	return env->fog_light_color;
+}
+float RasterizerSceneRD::environment_get_fog_light_energy(RID p_env) const {
+	const Environment *env = environment_owner.getornull(p_env);
+	ERR_FAIL_COND_V(!env, 0);
+	return env->fog_light_energy;
+}
+float RasterizerSceneRD::environment_get_fog_sun_scatter(RID p_env) const {
+	const Environment *env = environment_owner.getornull(p_env);
+	ERR_FAIL_COND_V(!env, 0);
+	return env->fog_sun_scatter;
+}
+float RasterizerSceneRD::environment_get_fog_density(RID p_env) const {
+	const Environment *env = environment_owner.getornull(p_env);
+	ERR_FAIL_COND_V(!env, 0);
+	return env->fog_density;
+}
+float RasterizerSceneRD::environment_get_fog_height(RID p_env) const {
+	const Environment *env = environment_owner.getornull(p_env);
+	ERR_FAIL_COND_V(!env, 0);
+
+	return env->fog_height;
+}
+float RasterizerSceneRD::environment_get_fog_height_density(RID p_env) const {
+	const Environment *env = environment_owner.getornull(p_env);
+	ERR_FAIL_COND_V(!env, 0);
+	return env->fog_height_density;
+}
+
 void RasterizerSceneRD::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_lenght, float p_detail_spread, float p_gi_inject, RenderingServer::EnvVolumetricFogShadowFilter p_shadow_filter) {
 	Environment *env = environment_owner.getornull(p_env);
 	ERR_FAIL_COND(!env);

+ 18 - 5
servers/rendering/rasterizer_rd/rasterizer_scene_rd.h

@@ -674,6 +674,15 @@ private:
 		float auto_exp_scale = 0.5;
 		uint64_t auto_exposure_version = 0;
 
+		// Fog
+		bool fog_enabled = false;
+		Color fog_light_color = Color(0.5, 0.6, 0.7);
+		float fog_light_energy = 1.0;
+		float fog_sun_scatter = 0.0;
+		float fog_density = 0.001;
+		float fog_height = 0.0;
+		float fog_height_density = 0.0; //can be negative to invert effect
+
 		/// Volumetric Fog
 		///
 		bool volumetric_fog_enabled = false;
@@ -1498,7 +1507,15 @@ public:
 	void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap);
 	void environment_glow_set_use_bicubic_upscale(bool p_enable);
 
-	void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) {}
+	void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density);
+	bool environment_is_fog_enabled(RID p_env) const;
+	Color environment_get_fog_light_color(RID p_env) const;
+	float environment_get_fog_light_energy(RID p_env) const;
+	float environment_get_fog_sun_scatter(RID p_env) const;
+	float environment_get_fog_density(RID p_env) const;
+	float environment_get_fog_height(RID p_env) const;
+	float environment_get_fog_height_density(RID p_env) const;
+
 	void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_lenght, float p_detail_spread, float p_gi_inject, RS::EnvVolumetricFogShadowFilter p_shadow_filter);
 
 	virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth);
@@ -1525,10 +1542,6 @@ public:
 	void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale);
 	void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) {}
 
-	void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) {}
-	void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) {}
-	void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) {}
-
 	virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size);
 
 	virtual RID camera_effects_create();

+ 41 - 1
servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl

@@ -1614,6 +1614,36 @@ vec4 volumetric_fog_process(vec2 screen_uv, float z) {
 	return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos);
 }
 
+vec4 fog_process(vec3 vertex) {
+	vec3 fog_color = scene_data.fog_light_color;
+
+	if (scene_data.fog_sun_scatter > 0.001) {
+		vec4 sun_scatter = vec4(0.0);
+		float sun_total = 0.0;
+		vec3 view = normalize(vertex);
+
+		for (uint i = 0; i < scene_data.directional_light_count; i++) {
+			vec3 light_color = directional_lights.data[i].color * directional_lights.data[i].energy;
+			float light_amount = pow(max(dot(view, directional_lights.data[i].direction), 0.0), 8.0);
+			fog_color += light_color * light_amount * scene_data.fog_sun_scatter;
+		}
+	}
+
+	float fog_amount = 1.0 - exp(vertex.z * scene_data.fog_density);
+
+	if (abs(scene_data.fog_height_density) > 0.001) {
+		float y = (scene_data.camera_matrix * vec4(vertex, 1.0)).y;
+
+		float y_dist = scene_data.fog_height - y;
+
+		float vfog_amount = clamp(exp(y_dist * scene_data.fog_height_density), 0.0, 1.0);
+
+		fog_amount = max(vfog_amount, fog_amount);
+	}
+
+	return vec4(fog_color, fog_amount);
+}
+
 #endif
 
 void main() {
@@ -2696,7 +2726,12 @@ FRAGMENT_SHADER_CODE
 		vec4 fog = volumetric_fog_process(screen_uv, -vertex.z);
 		diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a);
 		specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a);
-		;
+	}
+
+	if (scene_data.fog_enabled) {
+		vec4 fog = fog_process(vertex);
+		diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a);
+		specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a);
 	}
 
 #else //MODE_MULTIPLE_RENDER_TARGETS
@@ -2713,6 +2748,11 @@ FRAGMENT_SHADER_CODE
 		frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
 	}
 
+	if (scene_data.fog_enabled) {
+		vec4 fog = fog_process(vertex);
+		frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
+	}
+
 #endif //MODE_MULTIPLE_RENDER_TARGETS
 
 #endif //MODE_RENDER_DEPTH

+ 6 - 32
servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl

@@ -100,40 +100,14 @@ layout(set = 0, binding = 3, std140) uniform SceneData {
 	float volumetric_fog_inv_length;
 	float volumetric_fog_detail_spread;
 	uint volumetric_fog_pad;
-#if 0
-	vec4 ambient_light_color;
-	vec4 bg_color;
 
-	vec4 fog_color_enabled;
-	vec4 fog_sun_color_amount;
-
-	float ambient_energy;
-	float bg_energy;
-#endif
-
-#if 0
-	vec2 shadow_atlas_pixel_size;
-	vec2 directional_shadow_pixel_size;
-
-	float z_far;
-
-	float subsurface_scatter_width;
-	float ambient_occlusion_affect_light;
-	float ambient_occlusion_affect_ao_channel;
-	float opaque_prepass_threshold;
-
-	bool fog_depth_enabled;
-	float fog_depth_begin;
-	float fog_depth_end;
+	bool fog_enabled;
 	float fog_density;
-	float fog_depth_curve;
-	bool fog_transmit_enabled;
-	float fog_transmit_curve;
-	bool fog_height_enabled;
-	float fog_height_min;
-	float fog_height_max;
-	float fog_height_curve;
-#endif
+	float fog_height;
+	float fog_height_density;
+
+	vec3 fog_light_color;
+	float fog_sun_scatter;
 }
 
 scene_data;

+ 1 - 3
servers/rendering/rendering_server_raster.h

@@ -562,9 +562,7 @@ public:
 
 	BIND6(environment_set_adjustment, RID, bool, float, float, float, RID)
 
-	BIND5(environment_set_fog, RID, bool, const Color &, const Color &, float)
-	BIND7(environment_set_fog_depth, RID, bool, float, float, float, bool, float)
-	BIND5(environment_set_fog_height, RID, bool, float, float, float)
+	BIND8(environment_set_fog, RID, bool, const Color &, float, float, float, float, float)
 	BIND9(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, EnvVolumetricFogShadowFilter)
 
 	BIND2(environment_set_volumetric_fog_volume_size, int, int)

+ 2 - 3
servers/rendering/rendering_server_wrap_mt.h

@@ -479,9 +479,8 @@ public:
 
 	FUNC6(environment_set_adjustment, RID, bool, float, float, float, RID)
 
-	FUNC5(environment_set_fog, RID, bool, const Color &, const Color &, float)
-	FUNC7(environment_set_fog_depth, RID, bool, float, float, float, bool, float)
-	FUNC5(environment_set_fog_height, RID, bool, float, float, float)
+	FUNC8(environment_set_fog, RID, bool, const Color &, float, float, float, float, float)
+
 	FUNC9(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, EnvVolumetricFogShadowFilter)
 
 	FUNC2(environment_set_volumetric_fog_volume_size, int, int)

+ 1 - 5
servers/rendering_server.cpp

@@ -1747,11 +1747,7 @@ void RenderingServer::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("environment_set_adjustment", "env", "enable", "brightness", "contrast", "saturation", "ramp"), &RenderingServer::environment_set_adjustment);
 	ClassDB::bind_method(D_METHOD("environment_set_ssr", "env", "enable", "max_steps", "fade_in", "fade_out", "depth_tolerance"), &RenderingServer::environment_set_ssr);
 	ClassDB::bind_method(D_METHOD("environment_set_ssao", "env", "enable", "radius", "intensity", "bias", "light_affect", "ao_channel_affect", "blur", "bilateral_sharpness"), &RenderingServer::environment_set_ssao);
-	ClassDB::bind_method(D_METHOD("environment_set_fog", "env", "enable", "color", "sun_color", "sun_amount"), &RenderingServer::environment_set_fog);
-
-	ClassDB::bind_method(D_METHOD("environment_set_fog_depth", "env", "enable", "depth_begin", "depth_end", "depth_curve", "transmit", "transmit_curve"), &RenderingServer::environment_set_fog_depth);
-
-	ClassDB::bind_method(D_METHOD("environment_set_fog_height", "env", "enable", "min_height", "max_height", "height_curve"), &RenderingServer::environment_set_fog_height);
+	ClassDB::bind_method(D_METHOD("environment_set_fog", "env", "enable", "light_color", "light_energy", "sun_scatter", "density", "height", "height_density"), &RenderingServer::environment_set_fog);
 
 	ClassDB::bind_method(D_METHOD("scenario_create"), &RenderingServer::scenario_create);
 	ClassDB::bind_method(D_METHOD("scenario_set_debug", "scenario", "debug_mode"), &RenderingServer::scenario_set_debug);

+ 1 - 3
servers/rendering_server.h

@@ -862,9 +862,7 @@ public:
 
 	virtual void environment_set_sdfgi_frames_to_converge(EnvironmentSDFGIFramesToConverge p_frames) = 0;
 
-	virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) = 0;
-	virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) = 0;
-	virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) = 0;
+	virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density) = 0;
 
 	enum EnvVolumetricFogShadowFilter {
 		ENV_VOLUMETRIC_FOG_SHADOW_FILTER_DISABLED,