fix(water shader): update depth fade and remove underwater check

- Increase DEPTH_FADE_DISTANCE from 8 to 10
- Remove conditional so depth fade always applies
- Darken deepColor from (0, 0.08, 0.15) to (0, 0.015, 0.045)
This commit is contained in:
2026-06-19 19:48:06 +08:00
parent e1eaf62f09
commit 3b5a3b994f

View File

@@ -237,9 +237,9 @@ void main() {
vec3 sceneViewPos = reconstructViewPos(screenUV, sceneDepthRaw);
float waterDepth = vert_pos.z - sceneViewPos.z;
waterDepth = max(waterDepth, 0.0);
// fully deep water
const float DEPTH_FADE_DISTANCE = 8.0;
float depthFactor = underwater ? 0.0 : clamp(waterDepth / DEPTH_FADE_DISTANCE, 0.0, 1.0);
const float DEPTH_FADE_DISTANCE = 10;
float depthFactor = clamp(waterDepth / DEPTH_FADE_DISTANCE, 0.0, 1.0);
if (underwater) {
reflectColor = vec3(0.0);
@@ -287,7 +287,7 @@ void main() {
if (enableDepthFade) {
vec3 shallowColor = vec3(0.4, 0.75, 0.7);
vec3 deepColor = vec3(0.0, 0.08, 0.15);
vec3 deepColor = vec3(0.0, 0.015, 0.045);
vec3 waterTint = mix(shallowColor, deepColor, depthFactor);