diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index ab25aabb81d..9bd3f2edce4 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -946,7 +946,7 @@ uniform vec4 refraction_texture_channel; code += "uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_linear_mipmap;\n"; } - if (proximity_fade_enabled) { + if (features[FEATURE_REFRACTION] || proximity_fade_enabled) { code += "uniform sampler2D depth_texture : hint_depth_texture, repeat_disable, filter_nearest;\n"; } @@ -1627,7 +1627,14 @@ void fragment() {)"; } code += R"( float ref_amount = 1.0 - albedo.a * albedo_tex.a; - EMISSION += textureLod(screen_texture, ref_ofs, ROUGHNESS * 8.0).rgb * ref_amount * EXPOSURE; + + float refraction_depth_tex = textureLod(depth_texture, ref_ofs, 0.0).r; + vec4 refraction_view_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, refraction_depth_tex, 1.0); + refraction_view_pos.xyz /= refraction_view_pos.w; + + // If the depth buffer is lower then the model's Z position, use the refracted UV, otherwise use the normal screen UV. + // At low depth differences, decrease refraction intensity to avoid sudden discontinuities. + EMISSION += textureLod(screen_texture, mix(SCREEN_UV, ref_ofs, smoothstep(0.0, 1.0, VERTEX.z - refraction_view_pos.z)), ROUGHNESS * 8.0).rgb * ref_amount * EXPOSURE; ALBEDO *= 1.0 - ref_amount; // Force transparency on the material (required for refraction). ALPHA = 1.0; @@ -1649,10 +1656,10 @@ void fragment() {)"; if (proximity_fade_enabled) { code += R"( // Proximity Fade: Enabled - float depth_tex = textureLod(depth_texture, SCREEN_UV, 0.0).r; - vec4 world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, depth_tex, 1.0); - world_pos.xyz /= world_pos.w; - ALPHA *= clamp(1.0 - smoothstep(world_pos.z + proximity_fade_distance, world_pos.z, VERTEX.z), 0.0, 1.0); + float proximity_depth_tex = textureLod(depth_texture, SCREEN_UV, 0.0).r; + vec4 proximity_view_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, proximity_depth_tex, 1.0); + proximity_view_pos.xyz /= proximity_view_pos.w; + ALPHA *= clamp(1.0 - smoothstep(proximity_view_pos.z + proximity_fade_distance, proximity_view_pos.z, VERTEX.z), 0.0, 1.0); )"; }