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Fog obscures unshaded materials in GLES2, also affects Gizmos. #26235
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@akien-mga Can this issue be re-opened? This still affects editor gizmo's in GLES2: They turn black when fog is enabled, even when the fog color is set to something different than black. |
Could be related to #31019 Can you rebuild from master but delete the ".gen.h" files from drivers/gles2/shaders first? |
I'm not using a self compiled build of Godot at the moment, but I will re-test this as you described. |
What version are you using then? This issue was fixed in the master branch in May, the fix is not in any stable release yet. |
I see you added
So it's normal, this was fixed in master, and cherry-picked for 3.1.2. The issue's milestone tells you which main branch will include the fix (3.2). |
Ah, good to know, thank you for clarifying @akien-mga. |
Not sure if I should open a new issue since this one is so old, but the problem of the 3D editor selection gizmo being obscured by fog has resurfaced (at least as of 4.0, and still appears on the latest commit in the master branch): Godot_v4.1.1-stable_win64_2023-09-19_13-00-51.mp4Also affected by volumetric fog: Edit: This is on Forward+, however it seems to occur on Mobile and Compatibility as well. |
This is a known issue, which is already tracked in godotengine/godot-proposals#2138. That said, now that #81286 is merged, we can use the |
Godot version:
Godot_v3.1-beta7
Also tested in 3.1-RC1, still present.
OS/device including version:
Linux Mint 19.1
NVIDIA GP106 [GeForce GTX 1060 6GB], Driver version: 415.27
Issue description:
As the title says, unshaded objects get obscured by fog in GLES2.
I'm not sure what the correct behaviour is here, but the GLES3 backend always renders unshaded meshes the same way, whether fog is enabled in the scene or not.
Steps to reproduce:
Screenshots:
GLES3:
GLES2:
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