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Experiment with Depth Parallax #175

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TokisanGames opened this issue Aug 6, 2023 · 1 comment
Open

Experiment with Depth Parallax #175

TokisanGames opened this issue Aug 6, 2023 · 1 comment
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enhancement New feature or request idea Just an idea, may or may not be implemented low priority Low Priority
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@TokisanGames TokisanGames added enhancement New feature or request idea Just an idea, may or may not be implemented low priority Low Priority labels Aug 6, 2023
@TokisanGames TokisanGames added this to the Future milestone Aug 6, 2023
@Calinou
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Calinou commented Aug 6, 2023

Godot's depth parallax is really terrible.

The approach Godot uses is pretty standard (both with and without Deep Parallax enabled). When using Deep Parallax, it is possible to enable depth correction by writing a custom shader (which better preserves depth when viewed from an angle), but it isn't always a straight upgrade due to the increased amount of artifacts this can expose.
Whether it's a good idea depends on a texture-by-texture basis. It tends to work better with height textures that feature mostly low-frequency detail (reducing the texture's size or blurring the texture in an image editor can help). See godotengine/godot#62002 and godotengine/godot#50377.

Godot's depth parallax lacks support for self-shadowing, but this is an uncommon feature in practice as it's pretty expensive. You also usually want these shader-based shadows to have some softness to them, which makes it even more expensive (unless you can rely on TAA or FXAA to smoothen them out).

Edit: A proposal for implementing functions that would allow for depth parallax self-shadowing was opened: godotengine/godot-proposals#8671

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Labels
enhancement New feature or request idea Just an idea, may or may not be implemented low priority Low Priority
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Status: Future Ideas
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