fix #427: sky drawn without fog like retail; world fog range is the keyframe's authored MinWorldFog/MaxWorldFog
Two April stand-ins, neither registered, met at the horizon from altitude as a hard line between the dome's rim and the fog-coloured clear: 1. sky.frag fogged every non-additive sky layer with a 0.2 floor. Retail's GameSky::Draw @0x00506FF0 disables fixed-function fog around the whole sky draw unless an AdminEnvirons fog override is active (SetFFFogEnable( LScape::m_override_enabled ? 1 : 0)); additive layers stay unfogged via SetFFFogAlphaDisabled(1) at D3DPolyRender::SetSurface 0x59c882. The sky pass now sets ApplyFog only for (override active && !additive), with no floor. 2. WorldRenderFrameBuilder overwrote the authored fog range with one derived from the streaming window (538..2189 m always). Retail sets FOGSTART/ FOGEND straight from the keyframe's MinWorldFog/MaxWorldFog (SkyDesc::GetWorldFog @0x00500CE0 -> SetFFFogProperties @0x005A2F70) with no draw-distance scaling; zfar is a constant 4000 m. The builder now leaves SceneLightingUbo.Build's values alone; ACDREAM_FOG_START_MULT / _END_MULT are deleted from RuntimeOptions. Guards: SkyFogRuleTests (source-level, the sky renderer has no hermetic harness); sky.frag.spv re-pinned in VulkanShaderManifestTests with the reason. Research note 2026-04-23-sky-fog.md carries a correction banner. App hermetic 6,070/0, Core 4,707/0 (Release). Owner look gate owed: night and rain fog are now retail's shorter authored ranges. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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11 changed files with 180 additions and 62 deletions
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@ -500,17 +500,18 @@ internal sealed class RuntimeWorldFrameEnvironmentPreparation
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in atmosphere,
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camera.Position,
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(float)_worldTime.DayFraction);
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float fogStart = _ranges.NearRadius
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* LandblockSize
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* _options.FogStartMultiplier;
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float fogEnd = _ranges.FarRadius
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* LandblockSize
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* _options.FogEndMultiplier;
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ubo.FogParams = new Vector4(
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fogStart,
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fogEnd,
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ubo.FogParams.Z,
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ubo.FogParams.W);
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// FogParams.xy stay the keyframe's authored MinWorldFog/MaxWorldFog
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// that SceneLightingUbo.Build wrote (AtmosphereSnapshot.FogStart/
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// FogEnd). Retail sets D3DRS_FOGSTART/FOGEND straight from those
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// (SkyDesc::GetWorldFog @0x00500CE0 -> LScape::UseTime ->
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// RenderDeviceD3D::SetFFFogProperties @0x005A2F70) with no draw-
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// distance scaling; its far plane is a constant 4000 m
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// (Render::zfar @0x0081EC88). Until 2026-08-23 this site overwrote
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// them with a range derived from the streaming window (0.7 x near
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// radius .. 0.95 x far radius = 538..2189 m at every hour and
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// weather), which thinned retail's night (0..400 m) and rain
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// (150..1500 m) fog and hid the fact that the sky pass was being
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// fogged at all (see SkyRenderer / sky.frag).
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_lightingUbo?.Upload(ubo);
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RenderingDiagnostics.EmitLight(
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