Is it feasible to render fog in such a way that an avatar on a terrain remains clear while the surrounding area gradually fades into the mist, especially when the camera is positioned overhead at a distance?
Is it feasible to render fog in such a way that an avatar on a terrain remains clear while the surrounding area gradually fades into the mist, especially when the camera is positioned overhead at a distance?
Yes, it seems that creating your own shader is necessary instead of using the ones provided with three.js. While there might be a way to customize them for this purpose, I am not personally familiar with that method.
If you are interested in implementing fog based on the distance from the camera, you can refer to this answer. The approach involves passing the camera position to the shader as a uniform, calculating the distance from the camera to each vertex in the vertex shader, and then using that distance to determine the fog effect in the fragment shader. An example of this technique can be found in this sample code from the OpenGL ES 2.0 Programming guide.
To modify the shader to be based on the distance from a character instead of the camera, you simply need to replace the camera position uniform with the character position uniform in the calculation. Additionally, you may need to adjust variable names accordingly in the shader code.
Here is an example snippet of a vertex shader for achieving this effect:
uniform mat4 matViewProjection;
uniform mat4 matView;
uniform vec4 u_characterPos;
attribute vec4 rm_Vertex;
attribute vec2 rm_TexCoord0;
varying vec2 v_texCoord;
varying float v_characterDist;
void main() {
vec4 vViewPos = matView * rm_Vertex;
v_characterDist = length(vViewPos - u_characterPos);
gl_Position = matViewProjection * rm_Vertex;
v_texCoord = rm_TexCoord0.xy;
}
And here is a fragment shader snippet for incorporating linear fog based on the character distance:
precision mediump float;
uniform vec4 u_fogColor;
uniform float u_fogMaxDist;
uniform float u_fogMinDist;
uniform sampler2D baseMap;
varying vec2 v_texCoord;
varying float v_characterDist;
float computeLinearFogFactor() {
float factor;
factor = (u_fogMaxDist - v_characterDist) / (u_fogMaxDist - u_fogMinDist);
factor = clamp(factor, 0.0, 1.0);
return factor;
}
void main() {
float fogFactor = computeLinearFogFactor();
vec4 fogColor = fogFactor * u_fogColor;
vec4 baseColor = texture2D(baseMap, v_texCoord);
gl_FragColor = baseColor * fogFactor + fogColor * (1.0 - fogFactor);
}
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