Use defaults to initialize sky data in case of no sky

This commit is contained in:
Parsleigh Scumble 2023-07-23 00:18:38 -07:00
parent 91258e52be
commit 67c13fe4eb
2 changed files with 199 additions and 191 deletions

View file

@ -608,18 +608,20 @@ void RasterizerSceneGLES3::_setup_sky(const RenderDataGLES3 *p_render_data, cons
material = nullptr;
}
}
}
if (!material) {
sky_material = sky_globals.default_material;
material = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY));
}
if (!material) {
sky_material = sky_globals.default_material;
material = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY));
}
ERR_FAIL_COND(!material);
ERR_FAIL_COND(!material);
shader_data = material->shader_data;
shader_data = material->shader_data;
ERR_FAIL_COND(!shader_data);
ERR_FAIL_COND(!shader_data);
if (sky) {
if (shader_data->uses_time && time - sky->prev_time > 0.00001) {
sky->prev_time = time;
sky->reflection_dirty = true;
@ -640,111 +642,113 @@ void RasterizerSceneGLES3::_setup_sky(const RenderDataGLES3 *p_render_data, cons
sky->prev_position = p_transform.origin;
sky->reflection_dirty = true;
}
}
glBindBufferBase(GL_UNIFORM_BUFFER, SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION, sky_globals.directional_light_buffer);
if (shader_data->uses_light) {
sky_globals.directional_light_count = 0;
for (int i = 0; i < (int)p_lights.size(); i++) {
GLES3::LightInstance *li = GLES3::LightStorage::get_singleton()->get_light_instance(p_lights[i]);
if (!li) {
continue;
glBindBufferBase(GL_UNIFORM_BUFFER, SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION, sky_globals.directional_light_buffer);
if (shader_data->uses_light) {
sky_globals.directional_light_count = 0;
for (int i = 0; i < (int)p_lights.size(); i++) {
GLES3::LightInstance *li = GLES3::LightStorage::get_singleton()->get_light_instance(p_lights[i]);
if (!li) {
continue;
}
RID base = li->light;
ERR_CONTINUE(base.is_null());
RS::LightType type = light_storage->light_get_type(base);
if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) {
DirectionalLightData &sky_light_data = sky_globals.directional_lights[sky_globals.directional_light_count];
Transform3D light_transform = li->transform;
Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
sky_light_data.direction[0] = world_direction.x;
sky_light_data.direction[1] = world_direction.y;
sky_light_data.direction[2] = world_direction.z;
float sign = light_storage->light_is_negative(base) ? -1 : 1;
sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
if (is_using_physical_light_units()) {
sky_light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);
}
RID base = li->light;
ERR_CONTINUE(base.is_null());
if (p_render_data->camera_attributes.is_valid()) {
sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
}
RS::LightType type = light_storage->light_get_type(base);
if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) {
DirectionalLightData &sky_light_data = sky_globals.directional_lights[sky_globals.directional_light_count];
Transform3D light_transform = li->transform;
Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
Color linear_col = light_storage->light_get_color(base);
sky_light_data.color[0] = linear_col.r;
sky_light_data.color[1] = linear_col.g;
sky_light_data.color[2] = linear_col.b;
sky_light_data.direction[0] = world_direction.x;
sky_light_data.direction[1] = world_direction.y;
sky_light_data.direction[2] = world_direction.z;
sky_light_data.enabled = true;
float sign = light_storage->light_is_negative(base) ? -1 : 1;
sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
if (is_using_physical_light_units()) {
sky_light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);
}
if (p_render_data->camera_attributes.is_valid()) {
sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
}
Color linear_col = light_storage->light_get_color(base);
sky_light_data.color[0] = linear_col.r;
sky_light_data.color[1] = linear_col.g;
sky_light_data.color[2] = linear_col.b;
sky_light_data.enabled = true;
float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
if (angular_diameter > 0.0) {
angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter));
} else {
angular_diameter = 0.0;
}
sky_light_data.size = angular_diameter;
sky_globals.directional_light_count++;
if (sky_globals.directional_light_count >= sky_globals.max_directional_lights) {
break;
}
float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
if (angular_diameter > 0.0) {
angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter));
} else {
angular_diameter = 0.0;
}
sky_light_data.size = angular_diameter;
sky_globals.directional_light_count++;
if (sky_globals.directional_light_count >= sky_globals.max_directional_lights) {
break;
}
}
// Check whether the directional_light_buffer changes
bool light_data_dirty = false;
}
// Check whether the directional_light_buffer changes
bool light_data_dirty = false;
// Light buffer is dirty if we have fewer or more lights
// If we have fewer lights, make sure that old lights are disabled
if (sky_globals.directional_light_count != sky_globals.last_frame_directional_light_count) {
light_data_dirty = true;
for (uint32_t i = sky_globals.directional_light_count; i < sky_globals.max_directional_lights; i++) {
sky_globals.directional_lights[i].enabled = false;
sky_globals.last_frame_directional_lights[i].enabled = false;
// Light buffer is dirty if we have fewer or more lights
// If we have fewer lights, make sure that old lights are disabled
if (sky_globals.directional_light_count != sky_globals.last_frame_directional_light_count) {
light_data_dirty = true;
for (uint32_t i = sky_globals.directional_light_count; i < sky_globals.max_directional_lights; i++) {
sky_globals.directional_lights[i].enabled = false;
sky_globals.last_frame_directional_lights[i].enabled = false;
}
}
if (!light_data_dirty) {
for (uint32_t i = 0; i < sky_globals.directional_light_count; i++) {
if (sky_globals.directional_lights[i].direction[0] != sky_globals.last_frame_directional_lights[i].direction[0] ||
sky_globals.directional_lights[i].direction[1] != sky_globals.last_frame_directional_lights[i].direction[1] ||
sky_globals.directional_lights[i].direction[2] != sky_globals.last_frame_directional_lights[i].direction[2] ||
sky_globals.directional_lights[i].energy != sky_globals.last_frame_directional_lights[i].energy ||
sky_globals.directional_lights[i].color[0] != sky_globals.last_frame_directional_lights[i].color[0] ||
sky_globals.directional_lights[i].color[1] != sky_globals.last_frame_directional_lights[i].color[1] ||
sky_globals.directional_lights[i].color[2] != sky_globals.last_frame_directional_lights[i].color[2] ||
sky_globals.directional_lights[i].enabled != sky_globals.last_frame_directional_lights[i].enabled ||
sky_globals.directional_lights[i].size != sky_globals.last_frame_directional_lights[i].size) {
light_data_dirty = true;
break;
}
}
}
if (!light_data_dirty) {
for (uint32_t i = 0; i < sky_globals.directional_light_count; i++) {
if (sky_globals.directional_lights[i].direction[0] != sky_globals.last_frame_directional_lights[i].direction[0] ||
sky_globals.directional_lights[i].direction[1] != sky_globals.last_frame_directional_lights[i].direction[1] ||
sky_globals.directional_lights[i].direction[2] != sky_globals.last_frame_directional_lights[i].direction[2] ||
sky_globals.directional_lights[i].energy != sky_globals.last_frame_directional_lights[i].energy ||
sky_globals.directional_lights[i].color[0] != sky_globals.last_frame_directional_lights[i].color[0] ||
sky_globals.directional_lights[i].color[1] != sky_globals.last_frame_directional_lights[i].color[1] ||
sky_globals.directional_lights[i].color[2] != sky_globals.last_frame_directional_lights[i].color[2] ||
sky_globals.directional_lights[i].enabled != sky_globals.last_frame_directional_lights[i].enabled ||
sky_globals.directional_lights[i].size != sky_globals.last_frame_directional_lights[i].size) {
light_data_dirty = true;
break;
}
}
}
if (light_data_dirty) {
glBufferData(GL_UNIFORM_BUFFER, sizeof(DirectionalLightData) * sky_globals.max_directional_lights, sky_globals.directional_lights, GL_STREAM_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
if (light_data_dirty) {
glBufferData(GL_UNIFORM_BUFFER, sizeof(DirectionalLightData) * sky_globals.max_directional_lights, sky_globals.directional_lights, GL_STREAM_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
DirectionalLightData *temp = sky_globals.last_frame_directional_lights;
sky_globals.last_frame_directional_lights = sky_globals.directional_lights;
sky_globals.directional_lights = temp;
sky_globals.last_frame_directional_light_count = sky_globals.directional_light_count;
DirectionalLightData *temp = sky_globals.last_frame_directional_lights;
sky_globals.last_frame_directional_lights = sky_globals.directional_lights;
sky_globals.directional_lights = temp;
sky_globals.last_frame_directional_light_count = sky_globals.directional_light_count;
if (sky) {
sky->reflection_dirty = true;
}
}
}
if (p_render_data->view_count > 1) {
glBindBufferBase(GL_UNIFORM_BUFFER, SKY_MULTIVIEW_UNIFORM_LOCATION, scene_state.multiview_buffer);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
if (p_render_data->view_count > 1) {
glBindBufferBase(GL_UNIFORM_BUFFER, SKY_MULTIVIEW_UNIFORM_LOCATION, scene_state.multiview_buffer);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
if (!sky->radiance) {
_invalidate_sky(sky);
_update_dirty_skys();
}
if (sky && !sky->radiance) {
_invalidate_sky(sky);
_update_dirty_skys();
}
}

View file

@ -1021,25 +1021,27 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
material = nullptr;
}
}
}
if (!material) {
sky_material = sky_shader.default_material;
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
}
if (!material) {
sky_material = sky_shader.default_material;
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
}
ERR_FAIL_COND(!material);
ERR_FAIL_COND(!material);
shader_data = material->shader_data;
shader_data = material->shader_data;
ERR_FAIL_COND(!shader_data);
ERR_FAIL_COND(!shader_data);
material->set_as_used();
material->set_as_used();
// Save our screen size, our buffers will already have been cleared
if (sky) {
// Save our screen size; our buffers will already have been cleared.
sky->screen_size.x = p_screen_size.x < 4 ? 4 : p_screen_size.x;
sky->screen_size.y = p_screen_size.y < 4 ? 4 : p_screen_size.y;
// Trigger updating radiance buffers
// Trigger updating radiance buffers.
if (sky->radiance.is_null()) {
invalidate_sky(sky);
update_dirty_skys();
@ -1065,107 +1067,109 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
sky->prev_position = p_cam_transform.origin;
sky->reflection.dirty = true;
}
}
sky_scene_state.ubo.directional_light_count = 0;
if (shader_data->uses_light) {
// Run through the list of lights in the scene and pick out the Directional Lights.
// This can't be done in RenderSceneRenderRD::_setup lights because that needs to be called
// after the depth prepass, but this runs before the depth prepass
for (int i = 0; i < (int)p_lights.size(); i++) {
if (!light_storage->owns_light_instance(p_lights[i])) {
continue;
sky_scene_state.ubo.directional_light_count = 0;
if (shader_data->uses_light) {
// Run through the list of lights in the scene and pick out the Directional Lights.
// This can't be done in RenderSceneRenderRD::_setup lights because that needs to be called
// after the depth prepass, but this runs before the depth prepass.
for (int i = 0; i < (int)p_lights.size(); i++) {
if (!light_storage->owns_light_instance(p_lights[i])) {
continue;
}
RID base = light_storage->light_instance_get_base_light(p_lights[i]);
ERR_CONTINUE(base.is_null());
RS::LightType type = light_storage->light_get_type(base);
if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) {
SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[sky_scene_state.ubo.directional_light_count];
Transform3D light_transform = light_storage->light_instance_get_base_transform(p_lights[i]);
Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
sky_light_data.direction[0] = world_direction.x;
sky_light_data.direction[1] = world_direction.y;
sky_light_data.direction[2] = world_direction.z;
float sign = light_storage->light_is_negative(base) ? -1 : 1;
sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
if (p_scene_render->is_using_physical_light_units()) {
sky_light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);
}
RID base = light_storage->light_instance_get_base_light(p_lights[i]);
ERR_CONTINUE(base.is_null());
if (p_camera_attributes.is_valid()) {
sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_camera_attributes);
}
RS::LightType type = light_storage->light_get_type(base);
if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) {
SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[sky_scene_state.ubo.directional_light_count];
Transform3D light_transform = light_storage->light_instance_get_base_transform(p_lights[i]);
Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
sky_light_data.color[0] = linear_col.r;
sky_light_data.color[1] = linear_col.g;
sky_light_data.color[2] = linear_col.b;
sky_light_data.direction[0] = world_direction.x;
sky_light_data.direction[1] = world_direction.y;
sky_light_data.direction[2] = world_direction.z;
sky_light_data.enabled = true;
float sign = light_storage->light_is_negative(base) ? -1 : 1;
sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
if (p_scene_render->is_using_physical_light_units()) {
sky_light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);
}
if (p_camera_attributes.is_valid()) {
sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_camera_attributes);
}
Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
sky_light_data.color[0] = linear_col.r;
sky_light_data.color[1] = linear_col.g;
sky_light_data.color[2] = linear_col.b;
sky_light_data.enabled = true;
float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
if (angular_diameter > 0.0) {
// I know tan(0) is 0, but let's not risk it with numerical precision.
// technically this will keep expanding until reaching the sun, but all we care
// is expand until we reach the radius of the near plane (there can't be more occluders than that)
angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter));
} else {
angular_diameter = 0.0;
}
sky_light_data.size = angular_diameter;
sky_scene_state.ubo.directional_light_count++;
if (sky_scene_state.ubo.directional_light_count >= sky_scene_state.max_directional_lights) {
break;
}
float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
if (angular_diameter > 0.0) {
// I know tan(0) is 0, but let's not risk it with numerical precision.
// Technically this will keep expanding until reaching the sun, but all we care about
// is expanding until we reach the radius of the near plane. There can't be more occluders than that.
angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter));
} else {
angular_diameter = 0.0;
}
sky_light_data.size = angular_diameter;
sky_scene_state.ubo.directional_light_count++;
if (sky_scene_state.ubo.directional_light_count >= sky_scene_state.max_directional_lights) {
break;
}
}
// Check whether the directional_light_buffer changes
bool light_data_dirty = false;
}
// Check whether the directional_light_buffer changes.
bool light_data_dirty = false;
// Light buffer is dirty if we have fewer or more lights
// If we have fewer lights, make sure that old lights are disabled
if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) {
light_data_dirty = true;
for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
sky_scene_state.directional_lights[i].enabled = false;
sky_scene_state.last_frame_directional_lights[i].enabled = false;
// Light buffer is dirty if we have fewer or more lights.
// If we have fewer lights, make sure that old lights are disabled.
if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) {
light_data_dirty = true;
for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
sky_scene_state.directional_lights[i].enabled = false;
sky_scene_state.last_frame_directional_lights[i].enabled = false;
}
}
if (!light_data_dirty) {
for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) {
if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||
sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] ||
sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] ||
sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy ||
sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] ||
sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] ||
sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] ||
sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled ||
sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) {
light_data_dirty = true;
break;
}
}
}
if (!light_data_dirty) {
for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) {
if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||
sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] ||
sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] ||
sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy ||
sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] ||
sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] ||
sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] ||
sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled ||
sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) {
light_data_dirty = true;
break;
}
}
}
if (light_data_dirty) {
RD::get_singleton()->buffer_update(sky_scene_state.directional_light_buffer, 0, sizeof(SkyDirectionalLightData) * sky_scene_state.max_directional_lights, sky_scene_state.directional_lights);
if (light_data_dirty) {
RD::get_singleton()->buffer_update(sky_scene_state.directional_light_buffer, 0, sizeof(SkyDirectionalLightData) * sky_scene_state.max_directional_lights, sky_scene_state.directional_lights);
SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;
sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;
sky_scene_state.directional_lights = temp;
sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count;
SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;
sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;
sky_scene_state.directional_lights = temp;
sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count;
if (sky) {
sky->reflection.dirty = true;
}
}
}
//setup fog variables
// Setup fog variables.
sky_scene_state.ubo.volumetric_fog_enabled = false;
if (p_render_buffers.is_valid()) {
if (p_render_buffers->has_custom_data(RB_SCOPE_FOG)) {
@ -1179,7 +1183,7 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
sky_scene_state.ubo.volumetric_fog_inv_length = 1.0;
}
float fog_detail_spread = fog->spread; //reverse lookup
float fog_detail_spread = fog->spread; // Reverse lookup.
if (fog_detail_spread > 0.0) {
sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
} else {
@ -1192,9 +1196,9 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
sky_scene_state.view_count = p_view_count;
sky_scene_state.cam_transform = p_cam_transform;
sky_scene_state.cam_projection = p_cam_projection; // We only use this when rendering a single view
sky_scene_state.cam_projection = p_cam_projection; // We only use this when rendering a single view.
// Our info in our UBO is only used if we're rendering stereo
// Our info in our UBO is only used if we're rendering stereo.
for (uint32_t i = 0; i < p_view_count; i++) {
Projection view_inv_projection = p_view_projections[i].inverse();
if (p_view_count > 1) {
@ -1211,7 +1215,7 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
sky_scene_state.ubo.view_eye_offsets[i][3] = 0.0;
}
sky_scene_state.ubo.z_far = p_view_projections[0].get_z_far(); // Should be the same for all projection
sky_scene_state.ubo.z_far = p_view_projections[0].get_z_far(); // Should be the same for all projection.
sky_scene_state.ubo.fog_enabled = RendererSceneRenderRD::get_singleton()->environment_get_fog_enabled(p_env);
sky_scene_state.ubo.fog_density = RendererSceneRenderRD::get_singleton()->environment_get_fog_density(p_env);
sky_scene_state.ubo.fog_aerial_perspective = RendererSceneRenderRD::get_singleton()->environment_get_fog_aerial_perspective(p_env);