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@@ -776,7 +776,9 @@ void SpatialMaterial::_update_shader() {
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} else {
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code += "\t\tfloat depth = texture(texture_depth, base_uv).r;\n";
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- code += "\t\tvec2 ofs = base_uv - view_dir.xy / view_dir.z * (depth * depth_scale);\n";
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+ // Use offset limiting to improve the appearance of non-deep parallax.
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+ // This reduces the impression of depth, but avoids visible warping in the distance.
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+ code += "\t\tvec2 ofs = base_uv - view_dir.xy * depth * depth_scale;\n";
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}
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code += "\t\tbase_uv=ofs;\n";
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