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Make DistanceDither the base material for almost all meshes in the game #32

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merged 9 commits into from
Feb 8, 2024

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@Waridley Waridley commented Feb 8, 2024

By default all entities should fade into the fog. Otherwise occluded entities actually become visible behind faded terrain.

There are "better" ways to do this, by specializing the render pipeline to add my own global uniforms, but there is not currently an ergonomic way to do that, and it almost certainly won't be noticeable to copy the fog parameters to a few assets each frame. The only way I could see it mattering is if somehow change detection causes more work in the Render sub-app. Even then, it likely won't show up until a lot more materials are added. I also started profiling things on nightly, so I will be able to tell if it becomes a problem.

@Waridley Waridley merged commit 4e5ca2b into main Feb 8, 2024
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@Waridley Waridley deleted the dither_mat branch February 8, 2024 21:27
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