Depth Based Fog -- How to handle outlines around objects when using a depth based fog post process? Perhaps depth buffer imprecision issue?

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2 comments, last by enigma_dev 1 year, 8 months ago

I am implementing a depth based fog in a post process shader/material (ue5 for what it is worth, but I imagine I will have same issue I'd have in OpenGL).
The outline of objects shows a very slight line around the object.
I'm thinking this is because the depth buffer isn't granular enough around the edges of the object. There's a large discrepancy in distance between the object and its background.


On the right, you can see my shader/materia (gray fog)l; there is a whitish outline that flickers; most visible on the right side of the tree.
On the left, you can see a stock environmental height fog from the engine (blue fog), with no outlines.
Unfortunately, I'm not able to see how the engine's fog is implemented. (right)

I'm curious if anyone has encountered anything like this before and know a general approach for solving it?
I'm most familiar with glsl
the current material is essentially:

//pseudocode - as above picture is coming from a material graph
uniform float maxdepth = 30000.0;
uniform float fogcolor = vec3(0.5, 0.5, 0.5);
void main(){
  vec3 scenecolor = …;
  float scenedepth = …;
  float lerp_alpha = clamp(scenedepth/maxdepth, 0, 1);
  outcolor = lerp(scenecolor, fogcolor, lerp_alpha); //when alpha is 1, we get 100% fog color, I might have mixed this ordering up in glsl
}

My tutorials on youtube: https://www.youtube.com/channel/UC9CQOdT1A9JlAks0-PF5vvw
Latest Tutorials:
A simple and intuitive ray triangle intersection algorithm https://youtu.be/XgUhgSlQvic

Möller Trumbore ray triangle intersection explained visually https://youtu.be/fK1RPmF_zjQ

Setting up OpenAL c++ visual studio https://youtu.be/WvND0djMcfE

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Following up on this thread.
It actually isn't related to depth imprecision like I originally thought.

This is a post processing shader.
The antialiasing is being applied before the post process is being applied.
It is a temporal based antialiasing. (TSR temporal super resolution)
Switching to FXAA or MSAA helps, but appears to not look as good for things like global illumination.
Fortunately, I can specify the material to happen before tone mapping (which appears to also put it before Anti Aliasing)
This fixes the issue, but the fog color does it get tone mapped.

It looks okay to me at the moment though.

My tutorials on youtube: https://www.youtube.com/channel/UC9CQOdT1A9JlAks0-PF5vvw
Latest Tutorials:
A simple and intuitive ray triangle intersection algorithm https://youtu.be/XgUhgSlQvic

Möller Trumbore ray triangle intersection explained visually https://youtu.be/fK1RPmF_zjQ

Setting up OpenAL c++ visual studio https://youtu.be/WvND0djMcfE

before tone mapping:

My tutorials on youtube: https://www.youtube.com/channel/UC9CQOdT1A9JlAks0-PF5vvw
Latest Tutorials:
A simple and intuitive ray triangle intersection algorithm https://youtu.be/XgUhgSlQvic

Möller Trumbore ray triangle intersection explained visually https://youtu.be/fK1RPmF_zjQ

Setting up OpenAL c++ visual studio https://youtu.be/WvND0djMcfE

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