Distance and height fog from the depth buffer
In your harnessGodot shaderMIT
Full-screen fog computed from reconstructed world positions: exponential distance fog, exponential height fog that pools low, a near to far colour gradient and a brighter glow toward a sun direction.

What it takes and gives
- Shader type
- spatial
- Render modes
- unshaded, cull_disabled, depth_test_disabled, depth_draw_never, skip_vertex_transform, fog_disabled
- Parameters
- screen_texture (sampler2D), depth_texture (sampler2D), near_color (vec4 = 0.62, 0.68, 0.75, 1), far_color (vec4 = 0.78, 0.82, 0.88, 1), sun_color (vec4 = 1, 0.85, 0.6, 1), distance_density (float = 0.08), height_density (float = 0.6), height_falloff (float = 1.2) and 6 more
- Use it on
- A MeshInstance3D with a 2 x 2 QuadMesh,
material.tresas its material override and a large extra cull margin, as indemo.tscn. - Result
- The scene fading into pale blue-grey fog with distance and near the ground, warmer toward the sun.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/post_depth_fog/
Limits. Sky pixels are at the far plane, so they take full fog unless max_opacity is lowered. Fog is computed after lighting, so it does not affect shadows or light scattering. Transparent objects are fogged as their background. The pass reads Godot's screen texture after opaque geometry, so transparent objects drawn after it are not processed and its order among other transparent passes is not controlled.
Details
- Kind
- Godot shader
- Engine
- Godot 4.3 or later
- Files
- 11 files, 75.9 KB
- Licence
- MIT
- Declared effects
- reads files, runs commands
- Checked with
- Godot 4.7.2, opengl3 compatibility (Mesa llvmpipe, Xvfb)
- Checks
- contract static, engine run, engine log clean, shader in scene, capture written, render not uniform, shader changes pixels
- Techniques
- Exponential distance fog, Analytic integral of exponential height fog along the view ray, World position reconstruction from depth
- Tags
- godot shader, spatial, post-process, fog, atmosphere, height fog, depth buffer, full-screen
- Identity
library.supply.creative_originals.160d69af6c76d8f02270d3c3.12de76b7ca10cdc9- Version
12de76b7ca10cdc9a092bc795cf0e592f8fa576f7bd52007929b7a9dd76bc59f
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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