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View Code? Open in Web Editor NEWA realistic atmosphere material for both the Godot game engine and Unreal Engine 4
License: MIT License
A realistic atmosphere material for both the Godot game engine and Unreal Engine 4
License: MIT License
The docs make reference to an issue in Godot with large meshes where the centre of the bounding box isn't rendered. This limit on draw distance is implemented by Godot because, without it, there would be floating point rounding errors close up.
A solution is to manually override the draw distance with:
render_mode skip_vertex_transform;
and within the vertex shader set the z axis max draw equal to the max w distance minus some small amount:
VERTEX = (MODELVIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
NORMAL = (MODELVIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
POSITION = (PROJECTION_MATRIX * vec4(VERTEX, 1.0));
POSITION.z = POSITION.w * 0.999999;
Credit to Bastian Olij.
This page has broken link (line with: "copy all code from this file into the file") to shader resource for godot https://github.com/Dimev/Realistic-Atmosphere-Godot-and-UE4/blob/master/usage/godot.md
What could cause this?
Heya,
I have a project that requires ray tracing enabled even though my space scene does not use it. When I enable ray tracing in the project settings the shader stops working. Any ideas how to fix?
There is currently no way to get the material to be "lit" by multiple light sources.
Bye
if you want make planet, use planetcore plugin :p
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