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Apply sky fog after luminance multiplier

RandomCatDude 2 년 전
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c118314fe8
1개의 변경된 파일4개의 추가작업 그리고 4개의 파일을 삭제
  1. 4 4
      servers/rendering/renderer_rd/shaders/environment/sky.glsl

+ 4 - 4
servers/rendering/renderer_rd/shaders/environment/sky.glsl

@@ -260,6 +260,10 @@ void main() {
 	frag_color.rgb = color;
 	frag_color.a = alpha;
 
+	// For mobile renderer we're multiplying by 0.5 as we're using a UNORM buffer.
+	// For both mobile and clustered, we also bake in the exposure value for the environment and camera.
+	frag_color.rgb = frag_color.rgb * params.luminance_multiplier;
+
 #if !defined(DISABLE_FOG) && !defined(USE_CUBEMAP_PASS)
 
 	// Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
@@ -285,10 +289,6 @@ void main() {
 		frag_color.a = 0.0;
 	}
 
-	// For mobile renderer we're multiplying by 0.5 as we're using a UNORM buffer.
-	// For both mobile and clustered, we also bake in the exposure value for the environment and camera.
-	frag_color.rgb = frag_color.rgb * params.luminance_multiplier;
-
 #ifdef USE_DEBANDING
 	frag_color.rgb += interleaved_gradient_noise(gl_FragCoord.xy);
 #endif