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When changing from a scene with a WorldEnvironment with volumetric fog enabled to a scene with the same WorldEnvironment (not sure if it should actually be the same), volumetric fog stops taking lights (at least DirectionalLight3Ds) into account. This is fixed if the first scene has a DirectionalLight3D with shadows on.
I also ran into similar problem: volumetric fog doesn't take in account the lights which were disabled at the start of the scene, but were enabled later by game logic.
Thanks for the report! Consolidating in #83685, as this is due to the same cause. (The issue goes away in the MRP if you resize the window or change the 3D resolution scale factor, which causes buffers to be recreated.)
Godot version
v4.2.beta2.mono.official [f8818f8]
System information
Godot v4.2.beta2.mono - Fedora Linux 39 (Workstation Edition) - Wayland - Vulkan (Forward+) - integrated Intel(R) Graphics (ADL GT2) () - 12th Gen Intel(R) Core(TM) i3-1215U (8 Threads)
Issue description
When changing from a scene with a WorldEnvironment with volumetric fog enabled to a scene with the same WorldEnvironment (not sure if it should actually be the same), volumetric fog stops taking lights (at least
DirectionalLight3D
s) into account. This is fixed if the first scene has aDirectionalLight3D
with shadows on.Expected:
Result:
Might be related to #83685
Steps to reproduce
scene1b.tscn
and run itMinimal reproduction project
VolumetricFogBugMRP.zip
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