Gradient Color Fog

This is an attempt of implementing Harry Alisavakis multi-color fog shader using Godot.

A demo scene is published here.

Shader code
shader_type spatial;
render_mode unshaded;

uniform sampler2D gradient: hint_albedo;
uniform float fog_intensity:  hint_range(0.0, 1.0);
uniform float fog_amount: hint_range(0.0, 1.0);

void vertex() {
	POSITION = vec4(VERTEX,	1.0);

void fragment() {
	vec4 original = texture(SCREEN_TEXTURE, SCREEN_UV);
	float depth = texture(DEPTH_TEXTURE, SCREEN_UV).x;
	vec3 ndc= vec3(SCREEN_UV, depth) * 2.0 - 1.0;
	vec4 view = INV_PROJECTION_MATRIX* vec4(ndc, 1.0); /= view.w;
	depth = -view.z;
	float fog = depth * fog_amount;
	vec4 fog_color = texture(gradient, vec2(fog, 0.0));
	if (depth > 1.0)
		ALBEDO =  mix(original.rgb, fog_color.rgb, fog_color.a * fog_intensity);
		ALBEDO = fog_color.rgb;
Fog, Spatial
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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Moving gradient noise fog/ mist for Godot 4

Fog of war with alpha cut off as white color

PSX Style Camera Shader – Distance Fog, Dithering, Color Limiter, Noise

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3 years ago

Very easy to implement and a fantastic effect. Thanks!

3 years ago

how do i add this to my game?

Alexander Skliris
Alexander Skliris
2 years ago

Heyy, I love your shader, but I have one problem with it and I need some help here. My problem is that the fog disables objects with a transparent material. For example I have some bullet holes which are a mesh with a material which has the transparent flag enabled and it’s not visible because of the fog.

1 year ago

change value in last if to 0.0 for dynamic camera. In my project default shader not working good, but also value change it work

8 months ago

Anyone been able to get this to work in Godot 4?

8 months ago
Reply to  Snorps

Figured it out. Once you’ve updated all the variable names that change between Godot 3 and 4, you have to add cull_disabled to the render_mode.

render_mode unshaded, cull_disabled;