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Make 3D editor gizmos and debug shapes ignore fog

This makes them easier to see in their intended colors in scenes with fog.
Hugo Locurcio 1 year ago
parent
commit
fcbf7011cc

+ 2 - 0
editor/import/scene_import_settings.cpp

@@ -1556,6 +1556,7 @@ SceneImportSettings::SceneImportSettings() {
 		Ref<StandardMaterial3D> selection_mat;
 		selection_mat.instantiate();
 		selection_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
+		selection_mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 		selection_mat->set_albedo(Color(1, 0.8, 1.0));
 
 		Ref<SurfaceTool> st;
@@ -1597,6 +1598,7 @@ SceneImportSettings::SceneImportSettings() {
 	{
 		collider_mat.instantiate();
 		collider_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
+		collider_mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 		collider_mat->set_albedo(Color(0.5, 0.5, 1.0));
 	}
 

+ 1 - 0
editor/plugins/gizmos/lightmap_gi_gizmo_plugin.cpp

@@ -47,6 +47,7 @@ LightmapGIGizmoPlugin::LightmapGIGizmoPlugin() {
 	mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED);
 	mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
 	mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, false);
+	mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 
 	add_material("lightmap_probe_material", mat);
 

+ 1 - 0
editor/plugins/gizmos/marker_3d_gizmo_plugin.cpp

@@ -85,6 +85,7 @@ Marker3DGizmoPlugin::Marker3DGizmoPlugin() {
 	mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
 	mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
 	mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
+	mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 	mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
 
 	Array d;

+ 2 - 0
editor/plugins/navigation_obstacle_3d_editor_plugin.cpp

@@ -546,6 +546,7 @@ NavigationObstacle3DEditor::NavigationObstacle3DEditor() {
 	line_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
 	line_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
 	line_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
+	line_material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 	line_material->set_albedo(Color(1, 1, 1));
 
 	handle_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
@@ -554,6 +555,7 @@ NavigationObstacle3DEditor::NavigationObstacle3DEditor() {
 	handle_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
 	handle_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
 	handle_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
+	handle_material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 	Ref<Texture2D> handle = EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Editor3DHandle"), EditorStringName(EditorIcons));
 	handle_material->set_point_size(handle->get_width());
 	handle_material->set_texture(StandardMaterial3D::TEXTURE_ALBEDO, handle);

+ 3 - 0
editor/plugins/node_3d_editor_gizmos.cpp

@@ -876,6 +876,7 @@ void EditorNode3DGizmoPlugin::create_material(const String &p_name, const Color
 		material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
 		material->set_render_priority(StandardMaterial3D::RENDER_PRIORITY_MIN + 1);
 		material->set_cull_mode(StandardMaterial3D::CULL_DISABLED);
+		material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 
 		if (p_use_vertex_color) {
 			material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
@@ -918,6 +919,7 @@ void EditorNode3DGizmoPlugin::create_icon_material(const String &p_name, const R
 		icon->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
 		icon->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
 		icon->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
+		icon->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 		icon->set_cull_mode(StandardMaterial3D::CULL_DISABLED);
 		icon->set_depth_draw_mode(StandardMaterial3D::DEPTH_DRAW_DISABLED);
 		icon->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
@@ -947,6 +949,7 @@ void EditorNode3DGizmoPlugin::create_handle_material(const String &p_name, bool
 	handle_material->set_albedo(Color(1, 1, 1));
 	handle_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
 	handle_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
+	handle_material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 	handle_material->set_on_top_of_alpha();
 	if (p_billboard) {
 		handle_material->set_billboard_mode(StandardMaterial3D::BILLBOARD_ENABLED);

+ 16 - 10
editor/plugins/node_3d_editor_plugin.cpp

@@ -5832,6 +5832,7 @@ void Node3DEditor::_generate_selection_boxes() {
 
 	Ref<StandardMaterial3D> mat = memnew(StandardMaterial3D);
 	mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
+	mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 	const Color selection_box_color = EDITOR_GET("editors/3d/selection_box_color");
 	mat->set_albedo(selection_box_color);
 	mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
@@ -5840,6 +5841,7 @@ void Node3DEditor::_generate_selection_boxes() {
 
 	Ref<StandardMaterial3D> mat_xray = memnew(StandardMaterial3D);
 	mat_xray->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
+	mat_xray->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 	mat_xray->set_flag(StandardMaterial3D::FLAG_DISABLE_DEPTH_TEST, true);
 	mat_xray->set_albedo(selection_box_color * Color(1, 1, 1, 0.15));
 	mat_xray->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
@@ -6484,6 +6486,7 @@ void Node3DEditor::_init_indicators() {
 		indicator_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
 		indicator_mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
 		indicator_mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
+		indicator_mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 		indicator_mat->set_transparency(StandardMaterial3D::Transparency::TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
 
 		Vector<Color> origin_colors;
@@ -6541,7 +6544,7 @@ void Node3DEditor::_init_indicators() {
 
 shader_type spatial;
 
-render_mode unshaded;
+render_mode unshaded, fog_disabled;
 
 uniform bool orthogonal;
 uniform float grid_size;
@@ -6638,6 +6641,7 @@ void fragment() {
 
 			Ref<StandardMaterial3D> mat = memnew(StandardMaterial3D);
 			mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
+			mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 			mat->set_on_top_of_alpha();
 			mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
 			mat->set_albedo(col);
@@ -6722,6 +6726,7 @@ void fragment() {
 
 				Ref<StandardMaterial3D> plane_mat = memnew(StandardMaterial3D);
 				plane_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
+				plane_mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 				plane_mat->set_on_top_of_alpha();
 				plane_mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
 				plane_mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED);
@@ -6782,7 +6787,7 @@ void fragment() {
 
 shader_type spatial;
 
-render_mode unshaded, depth_test_disabled;
+render_mode unshaded, depth_test_disabled, fog_disabled;
 
 uniform vec4 albedo;
 
@@ -6790,14 +6795,14 @@ mat3 orthonormalize(mat3 m) {
 	vec3 x = normalize(m[0]);
 	vec3 y = normalize(m[1] - x * dot(x, m[1]));
 	vec3 z = m[2] - x * dot(x, m[2]);
-	z = normalize(z - y * (dot(y,m[2])));
+	z = normalize(z - y * (dot(y, m[2])));
 	return mat3(x,y,z);
 }
 
 void vertex() {
 	mat3 mv = orthonormalize(mat3(MODELVIEW_MATRIX));
 	vec3 n = mv * VERTEX;
-	float orientation = dot(vec3(0, 0, -1), n);
+	float orientation = dot(vec3(0.0, 0.0, -1.0), n);
 	if (orientation <= 0.005) {
 		VERTEX += NORMAL * 0.02;
 	}
@@ -6832,7 +6837,7 @@ void fragment() {
 
 shader_type spatial;
 
-render_mode unshaded, depth_test_disabled;
+render_mode unshaded, depth_test_disabled, fog_disabled;
 
 uniform vec4 albedo;
 
@@ -6840,16 +6845,16 @@ mat3 orthonormalize(mat3 m) {
 	vec3 x = normalize(m[0]);
 	vec3 y = normalize(m[1] - x * dot(x, m[1]));
 	vec3 z = m[2] - x * dot(x, m[2]);
-	z = normalize(z - y * (dot(y,m[2])));
-	return mat3(x,y,z);
+	z = normalize(z - y * (dot(y, m[2])));
+	return mat3(x, y, z);
 }
 
 void vertex() {
 	mat3 mv = orthonormalize(mat3(MODELVIEW_MATRIX));
 	mv = inverse(mv);
-	VERTEX += NORMAL*0.008;
-	vec3 camera_dir_local = mv * vec3(0,0,1);
-	vec3 camera_up_local = mv * vec3(0,1,0);
+	VERTEX += NORMAL * 0.008;
+	vec3 camera_dir_local = mv * vec3(0.0, 0.0, 1.0);
+	vec3 camera_up_local = mv * vec3(0.0, 1.0, 0.0);
 	mat3 rotation_matrix = mat3(cross(camera_dir_local, camera_up_local), camera_up_local, camera_dir_local);
 	VERTEX = rotation_matrix * VERTEX;
 }
@@ -6944,6 +6949,7 @@ void fragment() {
 
 				Ref<StandardMaterial3D> plane_mat = memnew(StandardMaterial3D);
 				plane_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
+				plane_mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 				plane_mat->set_on_top_of_alpha();
 				plane_mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
 				plane_mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED);

+ 2 - 0
editor/plugins/polygon_3d_editor_plugin.cpp

@@ -561,6 +561,7 @@ Polygon3DEditor::Polygon3DEditor() {
 	line_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
 	line_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
 	line_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
+	line_material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 	line_material->set_albedo(Color(1, 1, 1));
 
 	handle_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
@@ -569,6 +570,7 @@ Polygon3DEditor::Polygon3DEditor() {
 	handle_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
 	handle_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
 	handle_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
+	handle_material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 	Ref<Texture2D> handle = EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Editor3DHandle"), EditorStringName(EditorIcons));
 	handle_material->set_point_size(handle->get_width());
 	handle_material->set_texture(StandardMaterial3D::TEXTURE_ALBEDO, handle);

+ 16 - 7
editor/plugins/skeleton_3d_editor_plugin.cpp

@@ -916,24 +916,32 @@ Skeleton3DEditor::Skeleton3DEditor(EditorInspectorPluginSkeleton *e_plugin, Skel
 // Skeleton 3D gizmo handle shader.
 
 shader_type spatial;
-render_mode unshaded, shadows_disabled, depth_draw_always;
+render_mode unshaded, shadows_disabled, depth_draw_always, fog_disabled;
+
 uniform sampler2D texture_albedo : source_color;
-uniform float point_size : hint_range(0,128) = 32;
+uniform float point_size : hint_range(0, 128) = 32;
+
 void vertex() {
 	if (!OUTPUT_IS_SRGB) {
-		COLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) );
+		COLOR.rgb = mix(pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb * (1.0 / 12.92), lessThan(COLOR.rgb, vec3(0.04045)));
 	}
+
 	VERTEX = VERTEX;
 	POSITION = PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * vec4(VERTEX.xyz, 1.0);
-	POSITION.z = mix(POSITION.z, 0, 0.999);
+	POSITION.z = mix(POSITION.z, 0.0, 0.999);
 	POINT_SIZE = point_size;
 }
+
 void fragment() {
-	vec4 albedo_tex = texture(texture_albedo,POINT_COORD);
+	vec4 albedo_tex = texture(texture_albedo, POINT_COORD);
 	vec3 col = albedo_tex.rgb + COLOR.rgb;
-	col = vec3(min(col.r,1.0),min(col.g,1.0),min(col.b,1.0));
+	col = vec3(min(col.r, 1.0), min(col.g, 1.0), min(col.b, 1.0));
 	ALBEDO = col;
-	if (albedo_tex.a < 0.5) { discard; }
+
+	if (albedo_tex.a < 0.5) {
+		discard;
+	}
+
 	ALPHA = albedo_tex.a;
 }
 )");
@@ -1184,6 +1192,7 @@ Skeleton3DGizmoPlugin::Skeleton3DGizmoPlugin() {
 	unselected_mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
 	unselected_mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
 	unselected_mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
+	unselected_mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 
 	selected_mat = Ref<ShaderMaterial>(memnew(ShaderMaterial));
 	selected_sh = Ref<Shader>(memnew(Shader));

+ 4 - 0
modules/gridmap/editor/grid_map_editor_plugin.cpp

@@ -1412,6 +1412,7 @@ GridMapEditor::GridMapEditor() {
 		inner_mat.instantiate();
 		inner_mat->set_albedo(Color(0.7, 0.7, 1.0, 0.2));
 		inner_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
+		inner_mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 		inner_mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
 
 		d[RS::ARRAY_VERTEX] = triangles;
@@ -1424,11 +1425,13 @@ GridMapEditor::GridMapEditor() {
 
 		outer_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
 		outer_mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
+		outer_mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 
 		selection_floor_mat.instantiate();
 		selection_floor_mat->set_albedo(Color(0.80, 0.80, 1.0, 1));
 		selection_floor_mat->set_on_top_of_alpha();
 		selection_floor_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
+		selection_floor_mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 
 		d[RS::ARRAY_VERTEX] = lines;
 		RenderingServer::get_singleton()->mesh_add_surface_from_arrays(selection_mesh, RS::PRIMITIVE_LINES, d);
@@ -1457,6 +1460,7 @@ GridMapEditor::GridMapEditor() {
 	indicator_mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
 	indicator_mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
 	indicator_mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+	indicator_mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 	indicator_mat->set_albedo(Color(0.8, 0.5, 0.1));
 }
 

+ 1 - 0
scene/3d/mesh_instance_3d.cpp

@@ -458,6 +458,7 @@ MeshInstance3D *MeshInstance3D::create_debug_tangents_node() {
 		sm->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
 		sm->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
 		sm->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+		sm->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 
 		Ref<ArrayMesh> am;
 		am.instantiate();

+ 1 - 0
scene/3d/ray_cast_3d.cpp

@@ -463,6 +463,7 @@ void RayCast3D::_update_debug_shape_material(bool p_check_collision) {
 		debug_material = material;
 
 		material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
+		material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 		// Use double-sided rendering so that the RayCast can be seen if the camera is inside.
 		material->set_cull_mode(BaseMaterial3D::CULL_DISABLED);
 		material->set_transparency(BaseMaterial3D::TRANSPARENCY_ALPHA);

+ 1 - 0
scene/3d/shape_cast_3d.cpp

@@ -547,6 +547,7 @@ void ShapeCast3D::_update_debug_shape_material(bool p_check_collision) {
 		debug_material = material;
 
 		material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
+		material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 		// Use double-sided rendering so that the RayCast can be seen if the camera is inside.
 		material->set_cull_mode(BaseMaterial3D::CULL_DISABLED);
 		material->set_transparency(BaseMaterial3D::TRANSPARENCY_ALPHA);

+ 1 - 0
scene/3d/voxelizer.cpp

@@ -990,6 +990,7 @@ Ref<MultiMesh> Voxelizer::create_debug_multimesh() {
 		fsm->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
 		fsm->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
 		fsm->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
+		fsm->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 		fsm->set_albedo(Color(1, 1, 1, 1));
 
 		mesh->surface_set_material(0, fsm);

+ 3 - 0
scene/main/scene_tree.cpp

@@ -789,6 +789,7 @@ Ref<Material> SceneTree::get_debug_paths_material() {
 	_debug_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
 	_debug_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
 	_debug_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+	_debug_material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 	_debug_material->set_albedo(get_debug_paths_color());
 
 	debug_paths_material = _debug_material;
@@ -808,6 +809,7 @@ Ref<Material> SceneTree::get_debug_collision_material() {
 	line_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
 	line_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
 	line_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+	line_material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 	line_material->set_albedo(get_debug_collisions_color());
 
 	collision_material = line_material;
@@ -829,6 +831,7 @@ Ref<ArrayMesh> SceneTree::get_debug_contact_mesh() {
 	mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
 	mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
 	mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+	mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 	mat->set_albedo(get_debug_collision_contact_color());
 
 	Vector3 diamond[6] = {

+ 14 - 0
servers/navigation_server_3d.cpp

@@ -301,6 +301,7 @@ Ref<StandardMaterial3D> NavigationServer3D::get_debug_navigation_geometry_face_m
 	face_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
 	face_material->set_albedo(get_debug_navigation_geometry_face_color());
 	face_material->set_cull_mode(StandardMaterial3D::CULL_DISABLED);
+	face_material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 	if (enabled_geometry_face_random_color) {
 		face_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
 		face_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
@@ -321,6 +322,7 @@ Ref<StandardMaterial3D> NavigationServer3D::get_debug_navigation_geometry_edge_m
 	Ref<StandardMaterial3D> line_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
 	line_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
 	line_material->set_albedo(get_debug_navigation_geometry_edge_color());
+	line_material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 	if (enabled_edge_lines_xray) {
 		line_material->set_flag(StandardMaterial3D::FLAG_DISABLE_DEPTH_TEST, true);
 	}
@@ -339,6 +341,7 @@ Ref<StandardMaterial3D> NavigationServer3D::get_debug_navigation_geometry_face_d
 	face_disabled_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
 	face_disabled_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
 	face_disabled_material->set_albedo(get_debug_navigation_geometry_face_disabled_color());
+	face_disabled_material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 
 	debug_navigation_geometry_face_disabled_material = face_disabled_material;
 
@@ -355,6 +358,7 @@ Ref<StandardMaterial3D> NavigationServer3D::get_debug_navigation_geometry_edge_d
 	Ref<StandardMaterial3D> line_disabled_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
 	line_disabled_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
 	line_disabled_material->set_albedo(get_debug_navigation_geometry_edge_disabled_color());
+	line_disabled_material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 	if (enabled_edge_lines_xray) {
 		line_disabled_material->set_flag(StandardMaterial3D::FLAG_DISABLE_DEPTH_TEST, true);
 	}
@@ -374,6 +378,7 @@ Ref<StandardMaterial3D> NavigationServer3D::get_debug_navigation_edge_connection
 	Ref<StandardMaterial3D> edge_connections_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
 	edge_connections_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
 	edge_connections_material->set_albedo(get_debug_navigation_edge_connection_color());
+	edge_connections_material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 	if (enabled_edge_connections_xray) {
 		edge_connections_material->set_flag(StandardMaterial3D::FLAG_DISABLE_DEPTH_TEST, true);
 	}
@@ -392,6 +397,7 @@ Ref<StandardMaterial3D> NavigationServer3D::get_debug_navigation_link_connection
 	Ref<StandardMaterial3D> material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
 	material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
 	material->set_albedo(debug_navigation_link_connection_color);
+	material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 	if (debug_navigation_enable_link_connections_xray) {
 		material->set_flag(StandardMaterial3D::FLAG_DISABLE_DEPTH_TEST, true);
 	}
@@ -409,6 +415,7 @@ Ref<StandardMaterial3D> NavigationServer3D::get_debug_navigation_link_connection
 	Ref<StandardMaterial3D> material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
 	material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
 	material->set_albedo(debug_navigation_link_connection_disabled_color);
+	material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 	if (debug_navigation_enable_link_connections_xray) {
 		material->set_flag(StandardMaterial3D::FLAG_DISABLE_DEPTH_TEST, true);
 	}
@@ -427,6 +434,7 @@ Ref<StandardMaterial3D> NavigationServer3D::get_debug_navigation_agent_path_line
 	material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
 
 	material->set_albedo(debug_navigation_agent_path_color);
+	material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 	if (debug_navigation_enable_agent_paths_xray) {
 		material->set_flag(StandardMaterial3D::FLAG_DISABLE_DEPTH_TEST, true);
 	}
@@ -445,6 +453,7 @@ Ref<StandardMaterial3D> NavigationServer3D::get_debug_navigation_agent_path_poin
 	material->set_albedo(debug_navigation_agent_path_color);
 	material->set_flag(StandardMaterial3D::FLAG_USE_POINT_SIZE, true);
 	material->set_point_size(debug_navigation_agent_path_point_size);
+	material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 	if (debug_navigation_enable_agent_paths_xray) {
 		material->set_flag(StandardMaterial3D::FLAG_DISABLE_DEPTH_TEST, true);
 	}
@@ -476,6 +485,7 @@ Ref<StandardMaterial3D> NavigationServer3D::get_debug_navigation_avoidance_obsta
 
 	Ref<StandardMaterial3D> material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
 	material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
+	material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 	material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
 	material->set_cull_mode(StandardMaterial3D::CULL_DISABLED);
 	material->set_albedo(debug_navigation_avoidance_obstacles_radius_color);
@@ -492,6 +502,7 @@ Ref<StandardMaterial3D> NavigationServer3D::get_debug_navigation_avoidance_stati
 
 	Ref<StandardMaterial3D> material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
 	material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
+	material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 	material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
 	material->set_cull_mode(StandardMaterial3D::CULL_DISABLED);
 	material->set_albedo(debug_navigation_avoidance_static_obstacle_pushin_face_color);
@@ -508,6 +519,7 @@ Ref<StandardMaterial3D> NavigationServer3D::get_debug_navigation_avoidance_stati
 
 	Ref<StandardMaterial3D> material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
 	material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
+	material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 	material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
 	material->set_cull_mode(StandardMaterial3D::CULL_DISABLED);
 	material->set_albedo(debug_navigation_avoidance_static_obstacle_pushout_face_color);
@@ -524,6 +536,7 @@ Ref<StandardMaterial3D> NavigationServer3D::get_debug_navigation_avoidance_stati
 
 	Ref<StandardMaterial3D> material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
 	material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
+	material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 	//material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
 	//material->set_cull_mode(StandardMaterial3D::CULL_DISABLED);
 	material->set_albedo(debug_navigation_avoidance_static_obstacle_pushin_edge_color);
@@ -541,6 +554,7 @@ Ref<StandardMaterial3D> NavigationServer3D::get_debug_navigation_avoidance_stati
 
 	Ref<StandardMaterial3D> material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
 	material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
+	material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
 	///material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
 	//material->set_cull_mode(StandardMaterial3D::CULL_DISABLED);
 	material->set_albedo(debug_navigation_avoidance_static_obstacle_pushout_edge_color);