I\'m having troubles enabling scene Fog in THREE.ShaderMaterial
. Currently the fog only affects other geometries, but the Skydome that is created using THREE.Sh
If you want to use fog with your custom ShaderMaterial
, you need to be sure to specify the required fog uniforms
. For example,
var uniforms = {
topColor: { type: "c", value: new THREE.Color( 0x0077ff ) },
bottomColor: { type: "c", value: new THREE.Color( 0xffffff ) },
offset: { type: "f", value: 33 },
exponent: { type: "f", value: 0.6 },
fogColor: { type: "c", value: scene.fog.color },
fogNear: { type: "f", value: scene.fog.near },
fogFar: { type: "f", value: scene.fog.far }
}
var skyMat = new THREE.ShaderMaterial( {
vertexShader: vertexShader,
fragmentShader: fragmentShader,
uniforms: uniforms,
side: THREE.BackSide,
fog: true
} );
Also specify fogDensity
if you decide to use it. You will also have to incorporate the fog logic into your shader.
three.js r.59
In the accepted answer WestLangley mentioned:
You will also have to incorporate the fog logic into your shader.
I figured out how to do that by reading the example NormalDisplacementShader.js. Here are the steps:
vec3 outgoingLight
outgoingLight
in your output gl_FragColor
Example below:
THREE.YourCustomShader = {
uniforms: THREE.UniformsUtils.merge( [
THREE.UniformsLib[ "fog" ],
{
"someCustomUniform" : { type: 'f', value: 1.0 }
}
] ),
fragmentShader: [
"varying float someCustomVarying;",
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "fog_pars_fragment" ],
"void main() {",
"vec3 outgoingLight = vec3( 0.0 );",
THREE.ShaderChunk[ "fog_fragment" ],
"gl_FragColor = vec4(outgoingLight, 1.0);",
"}"
].join("\n"),
vertexShader: [
"uniform float someCustomUniform;",
"varying float someCustomVarying;",
"void main() {",
"someCustomVarying = 1.0 * someCustomUniform;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0 );",
"}"
].join("\n")
};