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Forward+/Mobile: Shadow filtering is broken with High or Ultra quality #97839
Comments
Was the filtering improved recently? Perhaps it was a conflict from when I rebased it. CC @clayjohn Commenting to participate and look into it later. |
There were some changes recently, but they only take effect when using TAA/FSR2.2. I don't think that is what we are seeing here |
I can't reproduce this in 4.4.dev 04692d8 (Linux, GeForce RTX 4090 with NVIDIA 560.35.03): Lavapipe is also able to render it correctly: TAA and FSR2.2 are disabled. This can be tested in Truck Town which uses Forward+, but should render correctly when switched to Mobile too. |
I'm unable to reproduce this as well. The only way I can get the shadow to show up like in OP's picture is to turn the Light's blur parameter to 0. Could you upload an MRP with the issue? Perhaps there's a particular configuration setting we're missing. |
I've finally found out the cause: it only breaks when the shadow filter quality is set to High or Ultra. This affects both Forward+ and Mobile. This affects all light types. Minimal reproduction project: test_shadow_filter.zip |
Do you happen to know off the top of your head if these qualities correspond to a sample count >= 16? Perhaps it just needs a little expansion of the bits available to the sample count in the new specialization constants structure. |
Should be fixed by #98614, please let me know if it works. |
Tested versions
e2c6daf
System information
Godot v4.4.dev (65f3df5) - Windows 10.0.22631 - Single-window, 2 monitors - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (NVIDIA; 32.0.15.6094) - AMD Ryzen 9 7950X 16-Core Processor (32 threads)
Issue description
Found another regression introduced in e2c6daf. It looks like all filtering for shadow maps no-longer works. Once again, only affects Forward+ and mobile renderers.


Post e2c6daf
Pre e2c6daf
Steps to reproduce
Minimal reproduction project (MRP)
N/A
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