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Using Reflection Probe near a screen-reading material causes the probe to turn white #101336
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An observation, probably not related to this issue per se, was in my pc the mrp didn't rendered like in the image posted in the issue, when i opened in my pc that was the first result: I had to delete the .godot folder to fix the editor, but the river wasn't rendered like the image: |
I just tested this locally. There isn't a regression. In fact, the correct behaviour is in 4.4. The shader for the river is outputting an alpha value of approximately
The issue appears to go away in 4.3 because 4.3 had a bug where transparent objects did not appear in reflections: #96431 fixed the bug, so now the river appears in the reflection, and since the post-blend color value ends up exploding, it washes out the entire reflection probe ![]() ![]() In summary, the bug is in the shader, not with Godot. There are three main problems with this shader that the user needs to address:
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From my observations it automatically turns on the wireframe render for some reason. Might be a bug of its own, no idea. |
Tested versions
System information
Godot v4.4.dev7 - Windows 10 Vulkan (Forward+) - dedicated AMD Radeon RX 6600 XT (Advanced Micro Devices, Inc.; 32.0.12011.1036)
Issue description
I was writing a shader that reads from the depth texture. At first I experienced some mild problems like specular reflections being blown out but fiddling with the probe's placement mostly fixed the problem. Then I added a VoxelGI node, baked the lighting and the bug you see below happened.
From my testing this is irreversible, and only goes away once I disable the material that reads from the screen texture or just delete that part from the shader. I left some comments in the shader to shed more light on the problem
This issue was hard to find and I'm still unsure if the title is right. That's the best description I could think of.
Steps to reproduce
Enable the reflection probe - everything goes white.
Disable the node "river" that reads from screen texture (and reenable the reflection probe to refresh it) and everything goes back to normal
Minimal reproduction project (MRP)
probe MRP.zip
Everything can be found in the MRP. The shader is assigned to the "river" mesh
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