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Postprocessing/tonemapping does not work with Viewport + Transparent Bg #45208

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vitorbalbio opened this issue Jan 15, 2021 · 10 comments
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@vitorbalbio
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vitorbalbio commented Jan 15, 2021


Bugsquad note: This issue has been confirmed several times already. No need to confirm it further.


Godot version:
Stable 3.2.3 Mono

OS/device including version:
Windows 10

Issue description:
World's post process do not work with Viewports when Transparent BG is enabled. That included Tone mapping and color correction not only FX

Godot_v3 2 3-stable_mono_win64_gcO4YSVZ5R
Godot_v3 2 3-stable_mono_win64_n0NnmC0Wqx

Steps to reproduce:
Bellow

Minimal reproduction project:
Run the project. Check option with and Without Transparent Bg
PostBug.zip

@Calinou

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@vitorbalbio
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vitorbalbio commented Jan 16, 2021

I think this is a design decision. I doubt post-processing effects can be made to work with a transparent viewport.

I think it's more like a feature lost in the way when it was implemented since i can get a Viewport Texture with alpha channel and apply a custom shader to it with Color Correction per example. Beside that it have too much limitations to be a solution since i can't do a simple Glow because i can't access the mipmap levels of the Viewport Texture (Even when those are correctly created) but this is another problem #23417. Looks like a dead end here to have Viewport Texture with alpha + Glow

@Arnklit
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Arnklit commented Aug 26, 2021

In my case some of the world environment works, but not all. Glow Works, Fog Works. Tonemapping, SSAO, DOF do not work. This definitely feels more like a bug than design decision.

@farfalk
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farfalk commented Oct 19, 2021

This feels a lot like a bug, at least from an usability standpoint. I'm using different viewports with different cameras and the same world, mixed together using overlapped TextureRects, and I'm using this structure to replicate this effect: https://youtu.be/LAopDQDCwak

In practice, I render everything but some objects in a viewport via cull masks, and those objects in the other one with transparent_bg enabled. I'd love to put some effects in both of them, but I just.. can't, and it feels wrong.

I'm currently trying some chromakey to achieve transparency without transparent_bg, but it's cumbersome

@Calinou Calinou changed the title Post Process do not work with Viewport + Transparent Bg Postprocessing/tonemapping does not work with Viewport + Transparent Bg Oct 24, 2021
@akien-mga akien-mga added this to the 3.5 milestone Nov 15, 2021
@djmaesen
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djmaesen commented Dec 22, 2021

same problem in 3.4.2 in my fps project. enabling transparent background disables post processing and fxaa and msaa

@Calinou
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Calinou commented Dec 22, 2021

same problem in 3.4.2 in my fps project. enabling transparent background disables post processing and fxaa and msaa

Could you test #54585 by building its branch from source (https://github.com/Kinwailo/godot/tree/fix_viewport_transparent_bg)? See compiling instructions here: https://docs.godotengine.org/en/stable/development/compiling/index.html

@djmaesen
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same problem in 3.4.2 in my fps project. enabling transparent background disables post processing and fxaa and msaa

Could you test #54585 by building its branch from source (https://github.com/Kinwailo/godot/tree/fix_viewport_transparent_bg)? See compiling instructions here: https://docs.godotengine.org/en/stable/development/compiling/index.html

sorry man , im not a coder i have no idea to implement that in my project

@djmaesen
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djmaesen commented Feb 6, 2022

godot4 alpha fixes the environment effects on second camera
however, transparent background doesnt work anymore when using viewports

@Calinou
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Calinou commented Feb 6, 2022

godot4 alpha fixes the environment effects on second camera however, transparent background doesnt work anymore when using viewports

This issue is being tracked in #40651.

@akien-mga
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Fixed by #54585.

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