Is it possible to have Depth of Field activated in the world environment and exclude certain meshes? While we at it, can you exclude meshes from Fog as well?
Favasoft

- Feb 28, 2023
- Joined Aug 10, 2022
- 0 best answers
That fixed it, thanks a bunch.
PS: I don't know what's going on with the code formatting, looks like a forum issue
- Edited
shader_type spatial; uniform float wave_size = 1.0; uniform float face_distortion = 0.5; uniform vec2 time_scale = vec2(0.3, 0.0); uniform vec2 uv_offset_scale = vec2(-0.2, -0.1); uniform sampler2D uv_offset_texture : hint_black; void vertex() { // Sample Noise vec2 base_uv_offset = UV * uv_offset_scale; base_uv_offset += TIME * time_scale; float noise = texture(uv_offset_texture, base_uv_offset).r; // Calculate offset and convert from 0.0 <=> 1.0 to -1.0 <=> 1.0 float texture_based_offset = noise * 2.0 - 1.0; // Apply amplitude and dampening texture_based_offset *= wave_size; texture_based_offset *= UV.x; VERTEX.y += texture_based_offset; // Distort the face to give impression of conserving shape VERTEX.z += texture_based_offset * face_distortion; VERTEX.x += texture_based_offset * -face_distortion; } void fragment() { vec2 base_uv_offset = UV * uv_offset_scale; base_uv_offset += TIME * time_scale; float noise = texture(uv_offset_texture, base_uv_offset).r; // Display noise. Blue for valleys, green for peaks ALBEDO = vec3(0.0,noise, 2.0 - noise); // Display dampening. Red is full dampening, blue is none //ALBEDO = vec3(1.0 - UV.x, 0.0, UV.x); }
If you walk around the flag in a 3D scene the other side is empty because a plane only has front face. I tried a cube mesh but with no success.
- Edited
Possible?