shader_type fog; uniform float surface_y : hint_range(-100.0, 100.0) = 0.0; uniform float abyss_depth : hint_range(-200.0, 0.0) = -60.0; void fog() { float depth_factor = clamp((WORLD_POSITION.y - abyss_depth) / (surface_y - abyss_depth), 0.0, 1.0); vec3 surface_color = vec3(0.15, 0.45, 0.6); vec3 abyss_color = vec3(0.02, 0.08, 0.15); vec3 fog_color = mix(abyss_color, surface_color, depth_factor); float current_wave = sin(TIME * 0.3 + WORLD_POSITION.x * 0.05) * 0.02 + sin(TIME * 0.17 + WORLD_POSITION.z * 0.04) * 0.01; float base_density = mix(0.3, 0.05, depth_factor) + current_wave; base_density = clamp(base_density, 0.0, 0.4); ALBEDO = fog_color; DENSITY = base_density; }