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Vulkan: Light3D projectors are broken when distance fade is enabled #67845

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Tracked by #57284
abaky opened this issue Oct 24, 2022 · 5 comments
Open
Tracked by #57284

Vulkan: Light3D projectors are broken when distance fade is enabled #67845

abaky opened this issue Oct 24, 2022 · 5 comments

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@abaky
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abaky commented Oct 24, 2022

Godot version

v4.0.beta3.official [01ae26d]

System information

Windos 11, Nvidia GTX 980Ti

Issue description

When using light projector texture on SpotLight3D or OmniLight3D (tested only this two nodes) and enabling distance fade for light, the light projector texture starts to shift when shadow fade begins to take effect. The light projector texture should just blend away light the regular light shadow do, but instead it shifts the projector while blending it to zero.

Steps to reproduce

Add 3d light to your scene, enable shadows, add light projector texture and enable distance fade on the light, then move camera away from the light and look at the shadows.

Minimal reproduction project

LightProjectorTest.zip

@abaky
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abaky commented Oct 24, 2022

Animation

@Calinou

This comment was marked as outdated.

@Calinou Calinou changed the title Light projector bug Vulkan: Light3D projectors are broken when distance fade is enabled Oct 24, 2022
@abaky

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@Calinou
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Calinou commented Mar 29, 2024

I can still reproduce this on 4.3.dev d2f9245 (Linux, GeForce RTX 4090 with NVIDIA 550.67). This occurs in both Forward+ and Mobile.

Minimal reproduction project: test_light3d_projector_distance_fade.zip

@minoaut
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minoaut commented May 11, 2024

Still happening in v4.3.dev [7ebc866].
In addition to the shifting it can also produce colorful artifacts.
All fine when close...
spotlight_near_ok
but a bit further away...
spotlight_far_with_artifacts
Another reproduction project (pics unrelated):
spotlight_projector_fade_example.zip

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