Customizable Perlin Fog

Just a hashing together of some perlin noise functions i found online and some other features I wanted, allows motion and setting colours and stuff.

NOTE — Specifically made for circular fog volumes, will work with other shapes but the horizontal falloff will still be circular.

 

To use, enable volumetric fog in the world environment, create a fog volume node, and add a shader material as the material. 

 

credits

3d perlin noise : https://github.com/gegamongy/3DPerlinNoiseGodot

Shader code
shader_type fog;


uniform float noise_scale = 1;
uniform vec3 movement_dir;
uniform float density_mult = 0.5;
uniform vec3 albedoColor : source_color;
uniform vec3 emissionColor : source_color;
uniform sampler2D gradient: hint_default_black;
uniform float fade_out_height = 2.0;
uniform float fade_out_distance = 1.5;
uniform float fade_out_horiz;
uniform float colorRand;

vec3 random3D(vec3 uvw){
	
    uvw = vec3( dot(uvw, vec3(127.1,311.7, 513.7) ),
               dot(uvw, vec3(269.5,183.3, 396.5) ),
			   dot(uvw, vec3(421.3,314.1, 119.7) ) );
			
    return -1.0 + 2.0 * fract(sin(uvw) * 43758.5453123);
}

float noise3D(vec3 uvw, vec3 noise_transform){
	uvw *= noise_scale;
	uvw += noise_transform;
	
	vec3 gridIndex = floor(uvw); 
	vec3 gridFract = fract(uvw);
	
	vec3 blur = smoothstep(0.0, 1.0, gridFract);
	
	vec3 blb = gridIndex + vec3(0.0, 0.0, 0.0);
	vec3 brb = gridIndex + vec3(1.0, 0.0, 0.0);
	vec3 tlb = gridIndex + vec3(0.0, 1.0, 0.0);
	vec3 trb = gridIndex + vec3(1.0, 1.0, 0.0);
	vec3 blf = gridIndex + vec3(0.0, 0.0, 1.0);
	vec3 brf = gridIndex + vec3(1.0, 0.0, 1.0);
	vec3 tlf = gridIndex + vec3(0.0, 1.0, 1.0);
	vec3 trf = gridIndex + vec3(1.0, 1.0, 1.0);
	
	vec3 gradBLB = random3D(blb); 
	vec3 gradBRB = random3D(brb);
	vec3 gradTLB = random3D(tlb);
	vec3 gradTRB = random3D(trb);
	vec3 gradBLF = random3D(blf);
	vec3 gradBRF = random3D(brf);
	vec3 gradTLF = random3D(tlf);
	vec3 gradTRF = random3D(trf);
	
	
	vec3 distToPixelFromBLB = gridFract - vec3(0.0, 0.0, 0.0);
	vec3 distToPixelFromBRB = gridFract - vec3(1.0, 0.0, 0.0);
	vec3 distToPixelFromTLB = gridFract - vec3(0.0, 1.0, 0.0);
	vec3 distToPixelFromTRB = gridFract - vec3(1.0, 1.0, 0.0);
	vec3 distToPixelFromBLF = gridFract - vec3(0.0, 0.0, 1.0);
	vec3 distToPixelFromBRF = gridFract - vec3(1.0, 0.0, 1.0);
	vec3 distToPixelFromTLF = gridFract - vec3(0.0, 1.0, 1.0);
	vec3 distToPixelFromTRF = gridFract - vec3(1.0, 1.0, 1.0);
	
	float dotBLB = dot(gradBLB, distToPixelFromBLB);
	float dotBRB = dot(gradBRB, distToPixelFromBRB);
	float dotTLB = dot(gradTLB, distToPixelFromTLB);
	float dotTRB = dot(gradTRB, distToPixelFromTRB);
	float dotBLF = dot(gradBLF, distToPixelFromBLF);
	float dotBRF = dot(gradBRF, distToPixelFromBRF);
	float dotTLF = dot(gradTLF, distToPixelFromTLF);
	float dotTRF = dot(gradTRF, distToPixelFromTRF);
	
	
	return mix(
		mix(
			mix(dotBLB, dotBRB, blur.x),
			mix(dotTLB, dotTRB, blur.x), blur.y
		),
		mix(
			mix(dotBLF, dotBRF, blur.x),
			mix(dotTLF, dotTRF, blur.x), blur.y
		), blur.z
	) + 0.5;
}


void fog() {
	// Called once for every froxel that is touched by an axis-aligned bounding box
	// of the associated FogVolume. This means that froxels that just barely touch
	// a given FogVolume will still be used.
	vec3 noise_transform;
	noise_transform = TIME*movement_dir;
	float sampledDensity = texture(gradient, vec2(noise3D(WORLD_POSITION, noise_transform), 0.0)).r;
	DENSITY = sampledDensity * density_mult;
	DENSITY *= 1.0 - smoothstep(fade_out_height, fade_out_height + fade_out_distance, WORLD_POSITION.y);
	float distanceToEdge;
	vec3 direction = OBJECT_POSITION-WORLD_POSITION;
	distanceToEdge = length(direction);
	distanceToEdge = 1.-smoothstep(0, fade_out_horiz, distanceToEdge);
	DENSITY *= distanceToEdge;
	//vec3 sampledColor = texture(gradient, vec2(noise3D(WORLD_POSITION), 0.0)).rgb;
	//ALBEDO = vec3(distanceToEdge, distanceToEdge, distanceToEdge);
	vec3 colorRandVEC = vec3(noise3D(WORLD_POSITION, vec3(TIME)), noise3D(WORLD_POSITION, vec3(TIME+13300.)), noise3D(WORLD_POSITION, vec3(TIME+3150.)));
	colorRandVEC = smoothstep(0., 1., colorRandVEC);
	colorRandVEC *= colorRand;
	ALBEDO = albedoColor + colorRandVEC;//sampledColor;
	EMISSION = emissionColor;
}
Tags
customizable, Fog, noise, perlin
The shader code and all code snippets in this post are under CC0 license and can be used freely without the author's permission. Images and videos, and assets depicted in those, do not fall under this license. For more info, see our License terms.

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com
com
4 months ago

Thank you for this! I’m going to try it once I get back to working ion grphics but I’ve been wanting this for a long time

Last edited 4 months ago by com
fhgaha
fhgaha
3 months ago

i dont see anything