Make depth fog aerial perspective use the first radiance mipmap #89995
+23
−7
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This makes the depth fog fade directly to the sharpest possible version of the sky, as opposed to a blurred version that is less suitable for open world fog fading.
Subtle differences may still be noticeable when using a sky material with nearest-neighbor filtered textures, as it's always sampled with bilinear filtering. I've been wondering how we can improve upon this (perhaps with a project setting to adjust this sampler like godotengine/godot-proposals#8063), but it's not too noticeable in practice if your Camera3D's Far property is adjusted to match the fog's end distance. Doing so is also beneficial for performance anyway.
Given this makes #84792 a lot more useful for open world games and affects visuals of projects using that feature, it would be good to get this in for 4.3 if possible 🙂
The appearance of exponential fog isn't affected by this PR.
Testing project: test_fog_sky_fade.zip
Preview
Forward+
Mobile
Fog aerial perspective appears darker in general (both without and with this PR), similar to its
screen_texture
issue where screen contents appear darker.Compatibility
Fog aerial perspective isn't implemented yet in the Compatibility rendering method.