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Fog & Wisps

Two effects for the air between the camera and the scene: fog that dissolves distance into your real sky, and cards that put smoke, dust and foliage in it without giving away that they’re flat.

Fog

Custom fog in Godot never quite matches the horizon. Distant geometry fades toward a colour you picked, the sky behind it is a different colour, and the seam gives the whole shot away.

Fog fixes that. It tints distance toward your actual sky, per view direction, so a mountain ten kilometres out dissolves into the clouds that are genuinely behind it. Point it at any Godot sky — including a physically simulated one — and it follows along automatically. There’s nothing to assign and nothing to keep in sync.

It runs on the Mobile renderer as well as Forward+.

Wisps

Wisps is the master card shader. Anything you’d render on a quad that has to face the camera and not look like a quad — smoke, dust, fire, splashes, distant foliage, magic — goes through it.

A billboard is an illusion, and every problem with it is a moment where the illusion breaks. Wisps is mostly a collection of solutions to those moments: blended flipbooks that don’t strobe, flow that never pops, wind that moves a stand of foliage like one plant, and a fade for every angle that would give the quad away.

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