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settled-reach/docs/architecture/fog-shader-spec.md
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jpmschweitzerandClaude Opus 4.6 dddfceeb5a fix(assets): tune fog shader alpha and add zone temperature tint per D-059
Ticket #563. Light fog alpha tuned to 0.25-0.35 range (was 0.25-0.55),
deep fog alpha set to 0.55-0.70 with zone temperature tint from
zone_tint_tex (bar=warm #2a1f15, hub=cool #1a1f2e, corridor=neutral
#1a1a1a). Two Perlin noise cycles: 8-10s light, 15-20s deep.
Zone tint texture now populated per-tile from server zone_id in
fog_state.gd with preservation across texture resizes.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 14:11:56 +01:00

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14 KiB
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# Fog Shader Architecture — #430 (D-059)
Ticket: #430 | Decision: D-059 | Sprint: 6
Author: Tyre (architecture) | Implementer: Stig
Updated: Sprint 22 (#569 simplification + #563 alpha tuning) | Stig + Araminta
## Current State (Sprint 22)
The fog system was simplified from the original 5-layer spec in Sprint 22 (#569):
| Original D-059 Layer | Sprint 22 Status | Notes |
|----------------------|------------------|-------|
| 1. Clear (forward cone) | Implemented | Soft Gaussian gradient (7x7, sigma 2.0) |
| 2. Light fog (peripheral sector) | Simplified — merged into gradient | Peripheral sector removed from server; gradient provides soft transition |
| 3. Deep fog (previously explored) | Implemented — EXP_EXPLORED | Alpha 0.54-0.70 with zone temperature tint (#563) |
| 4. Unexplored + maps app | Deferred | v0.1.2+, requires mapped_tiles in ObserverSnapshot |
| 5. Unexplored (no maps) | Implemented | Solid near-black #12141a |
**Alpha values (Sprint 22, #563):**
- Light fog zone (near cone gradient, vis 0.0-0.3): alpha 0.26-0.34, breathing ±0.04 (8-10s)
- Deep fog zone (EXP_EXPLORED, vis≈0): alpha 0.54-0.70, breathing ±0.08 (15-20s)
- Zone temperature tint active in deep fog zone (D-059/D-046/D-077)
## Overview
Complete rewrite of the fog system. Delete `fog_renderer.gd` (TileMapLayer-based, 2-state binary fog) and replace with a shader-driven fog system on a CanvasGroup.
The fog is **knowledge-graph-driven** — the same fog shows different information per character based on their KG. "Fog is not darkness — it's the absence of your attention."
## Scene Tree (D-049 Compliant)
After the z-layer restructure, the relevant scene tree is:
```
World (Node2D) [world_renderer.gd]
FogGroup (CanvasGroup) # Composites layers 0-4
FloorTiles (TileMapLayer) # z:0
FloorObjects (Node2D) # z:1
YSortGroup (Node2D, y_sort) # z:2-3
Entities (Node2D, y_sort) # z:3
Overhead (Node2D) # z:4
FogOverlay (Node2D) [fog_shader.gd] # z:10, replaces old TileMapLayer
FogEntities (Node2D) # Sound pings, entity ghosts (sprites)
```
**Key:** `FogGroup` (CanvasGroup) composites everything in layers 0-4 into a single texture. The fog shader does NOT go on FogGroup — instead, the `FogOverlay` node draws a full-screen fog quad whose fragment shader reads visibility data to determine what's clear, fogged, or hidden.
## Architecture
### Why NOT a CanvasGroup material shader?
The initial instinct is to put a fragment shader on the CanvasGroup itself (as `material`). However, this has a problem: the CanvasGroup shader can only darken/modify what's already rendered. For unexplored areas, we need to draw **over** the world content (solid near-black, or wireframe overlay). A CanvasGroup shader can desaturate and dim, but it can't add new visual content (wireframe outlines for layer 4).
**Solution:** `FogOverlay` is a `Node2D` with a `ColorRect` child (full-viewport size) that uses a `ShaderMaterial`. The shader reads uniform textures to determine per-pixel fog state. This overlay sits above the FogGroup in z-order and composites fog effects over the world.
### Data Flow
```
Server (each tick)
└─ ObserverSnapshot
├─ visible_positions: Dictionary<Vector2i, true> (LOS result)
├─ visibility_sectors: Dictionary<Vector2i, "Forward"|"Peripheral">
└─ visible_tiles: Array<{x, y, z, type}> (known map extent)
GameState (autoload)
└─ Stores all above
FogState (new autoload)
├─ visibility_texture: ImageTexture # Updated every tick from visible_positions
├─ exploration_texture: ImageTexture # Persistent — accumulates explored areas
├─ zone_tint_texture: ImageTexture # Per-tile zone temperature tint
└─ map_bounds: Rect2i # Known map extent for texture sizing
FogOverlay (Node2D) [fog_shader.gd]
├─ ColorRect with ShaderMaterial
│ └─ Fragment shader reads:
│ uniform sampler2D visibility_tex; # Current LOS
│ uniform sampler2D exploration_tex; # Historical explored
│ uniform sampler2D zone_tint_tex; # Zone temperature colors
│ uniform float time; # For noise animation
│ uniform vec2 player_pos; # Vision cone center
│ uniform vec2 map_offset; # World-to-texture mapping
│ uniform vec2 map_size; # Texture dimensions in tiles
└─ FogEntities (Node2D)
└─ Sound pings, recognized entities, grey blobs (sprites)
```
### FogState Autoload
New autoload: `client/scripts/autoloads/fog_state.gd`
This manages fog-related game state that persists across frames. It is NOT a renderer — it's data.
```gdscript
class_name FogState
extends Node
# Texture dimensions match map bounds (1 pixel per sim tile)
var map_bounds: Rect2i = Rect2i()
var _visibility_image: Image # Red channel: 0=not visible, 255=visible
var _exploration_image: Image # Red channel: 0=unexplored, 128=explored (deep fog),
# 255=currently visible (clear)
var _zone_tint_image: Image # RGB: zone temperature tint color per tile
var visibility_texture: ImageTexture
var exploration_texture: ImageTexture
var zone_tint_texture: ImageTexture
func update_from_state() -> void:
# Called every tick by fog_shader.gd
# 1. Resize textures if map_bounds changed
# 2. Clear visibility_image to 0 (black)
# 3. Write visible_positions from GameState → red channel = 255
# 4. Write visibility_sectors: Forward = 255, Peripheral = 180
# 5. Update exploration_image: any currently-visible pixel → 255,
# previously-visible pixels decay toward 128 over time
# 6. Upload images to textures
```
**Performance note:** `Image.set_pixel()` in a loop is ~0.05ms for 400 tiles. Acceptable. For larger maps, switch to `Image.set_data()` with a pre-built `PackedByteArray`.
### Fragment Shader
File: `client/shaders/fog.gdshader`
The shader determines fog state per pixel based on the visibility and exploration textures.
Two explored sub-zones are distinguished by the blurred `vis` value (proximity to the forward cone):
```glsl
// Light fog noise — fast cycle (8-10s), subtle ±0.04 breathing
float noise_fast = texture(noise_tex, tile * 0.03 + vec2(time * 0.11, time * 0.07)).r;
// Deep fog noise — slow cycle (15-20s), more pronounced ±0.08 breathing
float noise_slow = texture(noise_tex, tile * 0.02 + vec2(time * 0.05, time * 0.035)).r;
// Light fog: alpha 0.26-0.34 (near cone gradient)
float light_fog_alpha = 0.30 + noise_fast * 0.04;
// Deep fog: alpha 0.54-0.70 (far from cone, EXP_EXPLORED)
float deep_fog_alpha = 0.62 + noise_slow * 0.08;
// Blend deep <-> light fog by proximity to cone:
// vis=0 (far from cone) → deep_factor=1 → deep fog color + alpha
// vis=0.3 (cone gradient) → deep_factor=0 → light fog color + alpha
// vis=0.85+ (inside cone) → clarity=1 → transparent (clear)
float deep_factor = 1.0 - smoothstep(0.0, 0.30, vis);
float fog_alpha = mix(light_fog_alpha, deep_fog_alpha, deep_factor);
// Zone temperature tint (D-059/D-046/D-077): deep fog color = zone tint
vec3 zone_tint = texture(zone_tint_tex, tex_uv).rgb;
vec3 fog_color = mix(DARK_OVERLAY, zone_tint, deep_factor);
```
**Zone temperature palette (D-046):**
- `hub` / `workplace`: `#1a1f2e` — cool blue-dark (institutional/terminal)
- `bar`: `#2a1f15` — warm amber-dark (social/inhabited)
- `corridor`: `#1a1a1a` — neutral dark (transitional/maintenance)
### Coordinate Mapping
The shader needs to map screen pixels → tile coordinates to sample the fog textures.
**Approach:** The `ColorRect` is sized to match the viewport. In `_process()`, update its position to track the camera so it covers the visible area. Pass camera offset as a uniform.
Alternatively: use `SCREEN_UV` with `SCREEN_PIXEL_SIZE` and the known camera transform. This avoids moving the ColorRect.
**Recommended:** Make the ColorRect a child of the Camera2D (so it moves with the camera) and pass the camera's world position as a uniform. The shader then computes `world_pos = camera_offset + VERTEX` to get the world coordinate per pixel.
### Vision Cone Integration
The vision cone is already implemented as PointLight2D on the player entity (D-046). For the fog shader, the vision cone data comes through `visibility_tex` (populated from `GameState.visible_positions`). The PointLight2D continues to provide the visual lighting effect on layers 0-4 (inside the FogGroup). The fog shader reads the same LOS data but applies it as fog/no-fog rather than light/dark.
**Important distinction:**
- **PointLight2D** = visual lighting (warm/cool, D-046 color temperature) on world content
- **Fog shader** = information boundary (what the character knows vs doesn't know)
These are separate systems that happen to use the same LOS data. The vision cone PointLight2D should NOT be removed — it provides the Darkwood-style light pooling on the world layer.
### Fog Entities (Sprites on Layer 5)
Fog entities are NOT shader effects — they're GDScript-spawned sprites under `FogOverlay/FogEntities`:
**Sound pings:**
- Scene: `fog_sound_ping.tscn` — 2-3 concentric `Line2D` circles
- Behavior: expand from center, fade over 1.5s, insert white-blue color
- Loud: 3 rings, bright, fast expansion
- Quiet: 1 ring, faint, slow expansion
- Max simultaneous: 5
**Recognized entity (in fog):**
- Scene: `fog_entity_ghost.tscn` — colored glow + silhouette feature
- D-033 color glow (relationship color)
- 0.8s breathing pulse (modulate alpha oscillation)
- +/-0.5 tile position drift (not exact — information is approximate)
- Recognition transition: grey blob → D-033 color over ~0.3s (within D-060 cognitive delay)
**Unrecognized entity (in fog):**
- Scene: `fog_entity_blob.tscn` — neutral grey #555566 blob
- No identifying features, no silhouette
- Position drift same as recognized
**Max simultaneous fog entities:** 10 typical, 15 max. Each is 1-2 draw calls. Trivial.
## FogState Update Lifecycle
```
Per tick (in _process or on snapshot signal):
1. FogState.update_visibility(GameState.visible_positions, GameState.visibility_sectors)
→ Write visibility_image, upload to visibility_texture
2. FogState.update_exploration(GameState.visible_positions)
→ Mark visible tiles as explored, apply decay to non-visible explored tiles
→ Upload to exploration_texture
3. FogOverlay._process():
→ Update shader uniforms (visibility_tex, exploration_tex, time, player_pos)
→ Update fog entity positions/states from ObserverSnapshot fog entity data
```
## Performance Budget
| Component | Budget | Estimate | Notes |
|-----------|--------|----------|-------|
| Visibility texture upload | 0.1ms | ~0.05ms | 400 pixels via set_pixel() |
| Exploration texture update | 0.1ms | ~0.05ms | Incremental — only changed tiles |
| Fragment shader (1080p) | 0.5ms | ~0.2ms | Single full-screen pass, simple math |
| Fog entity sprites | 0.2ms | ~0.05ms | 0-15 sprites, trivial draw calls |
| **Total** | **<1ms** | **~0.35ms** | Well within D-059 budget |
## Files to Create
| File | Type | Purpose |
|------|------|---------|
| `client/scripts/autoloads/fog_state.gd` | Autoload | Fog texture management, exploration persistence |
| `client/scripts/rendering/fog_shader.gd` | Script | FogOverlay node controller, shader uniform updates |
| `client/shaders/fog.gdshader` | Shader | Fragment shader for 5-layer fog |
| `client/scenes/fog_sound_ping.tscn` | Scene | Sound ping rings (deferred to Sprint 7+, #431) |
| `client/scenes/fog_entity_ghost.tscn` | Scene | Recognized entity ghost (deferred to Sprint 7+, #431) |
| `client/scenes/fog_entity_blob.tscn` | Scene | Unrecognized entity blob (deferred to Sprint 7+, #431) |
## Files to Delete
| File | Reason |
|------|--------|
| `client/scripts/rendering/fog_renderer.gd` | Replaced entirely by fog_shader.gd + fog.gdshader |
## Files to Modify
| File | Change |
|------|--------|
| `client/scenes/main.tscn` | Replace FogOverlay TileMapLayer with Node2D + ColorRect |
| `client/scripts/rendering/world_renderer.gd` | Update fog_renderer reference to fog_shader |
| `project.godot` | Add FogState autoload |
## Implementation Notes for Stig
1. **Start with the shader.** Get a basic 2-layer shader working (clear vs opaque) on a ColorRect, then incrementally add layers.
2. **Coordinate mapping is the hardest part.** Getting screen pixels → world tiles → texture UVs correct requires careful math. Test with a known map layout.
3. **Use Godot's NoiseTexture2D** resource for the Perlin noise rather than computing it in the shader. Pass it as a uniform. Scroll the UV offset with TIME for animation.
4. **The gradient edge** (Layer 1, 6-8 sim tiles) is the most visible quality differentiator. Use `smoothstep()` with the distance from the nearest non-visible tile. This may require encoding distance-to-edge in the visibility texture rather than binary 0/255.
5. **Fog entities are Sprint 7+ (#431).** For this sprint, just get the 5-layer fog shader working. The FogEntities node can be empty.
6. **Test with the existing sim_bridge test mode** — it provides a visible_positions Dictionary with a 4-tile radius and Bresenham LOS. Good enough to validate the shader.
## Open Questions
- **Q: How does the "maps app" data reach the client?** Layer 4 (unexplored + maps) needs to know which unexplored tiles the character's insert has map data for. This likely requires a new field in ObserverSnapshot (e.g., `mapped_tiles`). For Sprint 6, treat all explored tiles as "has maps" and all unexplored as "no maps" (layers 3 and 5 only, skip layer 4). Layer 4 is a v0.1.2+ feature.
- **Q: Zone temperature tints — where do they come from?** Currently no per-tile zone data in the snapshot. For Sprint 6, use a hardcoded default (neutral dark). Zone tints require server-side zone metadata.