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If you have a Sprite2D which uses the "Light only" light_mode on its material, multiple overlappingLight2Ds will increase the sprite's alpha beyond that of the sprite's texture, even if both lights are set to blend mode "Mix".
Maybe I'm misunderstanding something, but under these circumstances I would expect that the alpha of the light-only sprite should be capped at the original texture's alpha.
Steps to reproduce
Create a Sprite2D with semi-transparent areas
Give the sprite a CanvasItemMaterial with a "Light Only" light_mode
Add two solid white PointLight2Ds to the scene
Give both lights a blend_mode of "Mix"
Overlap the lights on top of a semi-transparent area of the sprite
Tested versions
Reproducible in:
System information
Godot v4.2.1.stable - Debian GNU/Linux trixie/sid trixie - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (nvidia) - Intel(R) Core(TM) i5-8400 CPU @ 2.80GHz (6 Threads)
Issue description
If you have a
Sprite2D
which uses the "Light only"light_mode
on its material, multiple overlappingLight2D
s will increase the sprite's alpha beyond that of the sprite's texture, even if both lights are set to blend mode "Mix".Maybe I'm misunderstanding something, but under these circumstances I would expect that the alpha of the light-only sprite should be capped at the original texture's alpha.
Steps to reproduce
Sprite2D
with semi-transparent areasCanvasItemMaterial
with a "Light Only"light_mode
PointLight2D
s to the sceneblend_mode
of "Mix"Minimal reproduction project (MRP)
Single scene: lights_overlap.zip
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