-
-
Notifications
You must be signed in to change notification settings - Fork 21.3k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Vulkan: Viewport's keep_3d_linear
property not reimplemented yet
#41406
Comments
I think reduz intentionally got rid of it. I remember discussing this when he was first making the Vulkan Renderer. |
The A potential use-case for these properties is to bake an HDRi panorama sky from a scene, by using HDR-enabled viewports. |
HDR is now always enabled in viewports. Unlike GLES3 in |
Oh sorry, I thought the viewport was not HDR-enabled because the texture I retrieved from it was in RGBA8 format. I created another issue #54122 regarding this, as it's not really related. |
Is there a replacement or workaround? I need this for portals and right now the colors are off. |
You should be able to implement sRGB-to-linear or linear-to-sRGB conversion in the shader displaying the portal texture (on the godot/drivers/gles3/shaders/cubemap_filter.glsl Lines 50 to 56 in a6ed558
|
Will be fixed by #70970 in 4.1 |
it would be fantastic to see this feature re-added, the conversion workaround is causing issues for my use case with the loss of precision |
is there any other workaround for uses where viewport texture is being used for alternative purposes? converting back to linear bunches all the precision toward 0 and values approaching 1 are too 'chunky' |
I have been dealing with this issue for getting my addon Waterways running correctly in Godot 4.x and I hadn't been able to get it work work no matter what conversions I did. I realised it was because tonemapping was playing into it as well. if you don't have a environment inside your viewport, it will use an external one or a default one with filmic tonemapping. Be sure to make an environment with linear tonemapping inside your viewport. Also it appears that the "Use HDR 2D" setting works with 3D and keeps it linear as well now. you just still have to ensure no tonemapping is happening. |
Godot version: Git 4e52c75
OS/device including version: Fedora 31, GeForce GTX 1080 (NVIDIA 440.100)
Issue description: Viewport's
keep_3d_linear
property hasn't been reimplemented yet in the Vulkan renderer. That property is available in 3.2.2.Steps to reproduce: Search for
keep_3d_linear
in the editor help.Minimal reproduction project: N/A
The text was updated successfully, but these errors were encountered: