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Fix over saturated static colored lights #102424

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merged 1 commit into from
Feb 5, 2025

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Rudolph-B
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@Rudolph-B Rudolph-B commented Feb 4, 2025

Fixes #102203

The output of trace_direct_light() was multiplied by a color vector twice resulting in over saturation.

Since penumbra_color is already derived from light_color it shouldn't be necessary to use light_color anymore in the final calculation.

I tested using:

Both seeme to be fixed:
image

And
image

This is the first time I'm diving into lighting, so please double check me.

@Rudolph-B Rudolph-B requested a review from a team as a code owner February 4, 2025 18:04
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@clayjohn clayjohn left a comment

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Looks good!

Indeed the light color is now contained within the penumbra_color so this multiplies it twice.

@jcostello
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Tested it locally, colors for static lights looks much better now

@akien-mga akien-mga merged commit 1eff938 into godotengine:master Feb 5, 2025
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@akien-mga
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Thanks!

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LightmapGI appears too saturated with static colored lights since 4.4.beta1
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