From 2343d36b4352ff1c177e611e71df7df6129e993f Mon Sep 17 00:00:00 2001 From: Clay John Date: Mon, 9 Feb 2026 09:45:12 -0800 Subject: [PATCH] Use transmittance instead of opacity in the early-out branch when calculating volumetric fog --- .../shaders/forward_clustered/scene_forward_clustered.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl index 22ebdb8da3..c75e4acaca 100644 --- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl @@ -1091,7 +1091,7 @@ layout(location = 2) out vec2 motion_vector; vec4 volumetric_fog_process(vec2 screen_uv, float z) { vec3 fog_pos = vec3(screen_uv, z * implementation_data.volumetric_fog_inv_length); if (fog_pos.z < 0.0) { - return vec4(0.0); + return vec4(0.0, 0.0, 0.0, 1.0); } else if (fog_pos.z < 1.0) { fog_pos.z = pow(fog_pos.z, implementation_data.volumetric_fog_detail_spread); }