Open jae1911 opened 11 months ago
I run into this issue all of the time which causes a lot of strife building environments where you want the right kind of light falloff and atmosphere. In addition, fog just sometimes renders through absolutely everything.
What might be a small improvement is for all types of volume materials to have the ZTest property exposed with a specific condition so that it doesn't just bleed through objects at a distance if you really don't want that behavior.
This is something I wanna figure out at some point.
I think this one might be a bit tricky or nearly impossible with how the fog volumes work, I wouldn't classify this as a bug, it's just more of a consequence of how they work.
They are using the depth buffer to determine how much fog there should be. But generally only opaque items render into the depth buffer.
This means that the fog volume has no information about anything transparent in the scene - you can either render it fully in front of transparent things or behind them.
One approach would be to use something like depth peeling - depth buffers that store multiple values in a way. But that would significantly increase performance requirements across the board.
Describe the bug?
Fog volumes will appear normally, even when behind any kind of UIX (video players / inspectors).
Modifying the render queue will resolve the issue but will render the fog volume completely transparent agains transparent materials and UIX.
To Reproduce
RenderQueue
to0
Expected behavior
The fog volume should be hidden by those objects, but not by transparent materials.
Screenshots
Fog volume halfway through transparent material and behind UIX.
Same setup, with
RenderQueue
set to0
.Resonite Version Number
2023.11.25.49
What Platforms does this occur on?
Windows
What headset if any do you use?
Valve Index; Desktop
Log Files
J4 - 2023.11.25.49 - 2023-11-25 08_25_33.log
Additional Context
No response
Reporters
j4 | j4.lc (Discord)