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Metallic material is black in shadows when the material uses per-vertex shading #103627
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Cannot replicate with these steps, it renders correctly in both cases, please upload an MRP to help test this and confirm all the reproduction steps |
Correction. This happens when setting the parameter force_vertex_shading. |
With one of my models I'm seeing the opposite of this issue: Not sure if there's anything I could do Blender-side to fix this. Note that the model on the left should be gray. The white level is reduced by higher roughness, can be reduced with low specular and low metallic but in both cases it's too bright if they have non-0 values (though metallic is much more important here, will still be too bright with 0 specular). For models where this isn't an issue (see model on right) I need to increase roughness (much higher than compared to per-pixel) so the specular highlight can be seen at all times (note the rotation animation track, with low roughness the highlighted face flashes in and out in per-vertex). |
Tested versions
Reproducible in Godot 4.4 Stable
Not reproducible in Godot 4.3 Stable
System information
Windows 11
Issue description
Texture with 100% Metallic in the shadow behaves strangely and becomes completely black. In the previous version there was no such problem.
Godot 4.4:

Godot 4.3:
Steps to reproduce
Create a WorldEnvironment with a sky, create a DirectionalLight3D with shadows enabled, create an object with 100% metallicity and put this object in shadow.
Minimal reproduction project (MRP)
A similar project can be reproduced by anyone within 1 minute.
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