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Vulkan: "Display unshaded" option still shows camera effects such depth of field #49696

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nonunknown opened this issue Jun 17, 2021 · 8 comments · Fixed by #92524
Closed

Vulkan: "Display unshaded" option still shows camera effects such depth of field #49696

nonunknown opened this issue Jun 17, 2021 · 8 comments · Fixed by #92524

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@nonunknown
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nonunknown commented Jun 17, 2021

Godot version

v4.0.dev.custom_build [085e1d3]

System information

manjaro linux Gnome

Issue description

When User whants to display unshaded its explicit that he doesnt want camera effects also:

image

but they still are shown, when enabled.

Solutions:

  • Solving this stated issue

and/or Adding a option in the Camera3D or in WorldEnvironment an option do enable/disable camera effects without needing to remove them (this will be more practice)

Steps to reproduce

  • Click on perspective
  • Then select "Display Unshaded"

Minimal reproduction project

N/A

@nonunknown nonunknown changed the title Display unshaded still shows camera effects [Vulkan] "Display unshaded" option still shows camera effects Jun 17, 2021
@Calinou
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Calinou commented Jun 17, 2021

This is technically correct, but it makes sense to disable camera effects like depth of field and autoexposure whenever any debug draw mode is used.

@Calinou Calinou added this to the 4.0 milestone Jun 17, 2021
@Calinou Calinou changed the title [Vulkan] "Display unshaded" option still shows camera effects Vulkan: "Display unshaded" option still shows camera effects Jun 17, 2021
@Calinou Calinou changed the title Vulkan: "Display unshaded" option still shows camera effects Vulkan: "Display unshaded" option still shows camera effects such depth of field Jun 17, 2021
@KoBeWi
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KoBeWi commented Jun 1, 2022

How do you enable camera effects in editor? I managed to do it using the Preview option in camera, but then this shouldn't be a problem if they don't show normally. Unless I'm misunderstanding something 🤔

@KoBeWi KoBeWi moved this to To Assess in 4.x Priority Issues Jun 1, 2022
@clayjohn clayjohn added enhancement and removed bug labels Jan 12, 2023
@clayjohn clayjohn modified the milestones: 4.0, 4.x Jan 12, 2023
@lander-vr
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I'm also stumbling upon this issue, particularly with autoexposure (not sure if that warrants a new issue if it may be related to this) being applied in the unshaded viewmode using physical light units:
It starts off at a reasonable exposure
image

and then continues brightening to an entirely unusable result
image

I just made a proposal for in-editor exposure locking that may or may not be useful or relevant to this. #9532

@ChristopheClaustre
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ChristopheClaustre commented May 21, 2024

Hi, looking for a good first issue since I haven't contributed for a year at least.
If I understand well, the goal is to hide the "Camera Attributes" (outlined in yellow) attribute on "WorldEnvironment" when the user is debugging rendering ? With unshaded or other debug rendering mode ?

image

Well I think I could do it but it feels weird.
Hiding an irrelevant attribute when a behaviour is disabled on a node like "dof_blur_far_enabled" that hide other dof_blur_far's attributes (outlined in green) I understand, but hiding an attribute when the editor is in a specific transient state it lost me.
Do we have another case of this behaviour ? Do we really want it ?

If yes I will try to do it.

@Calinou
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Calinou commented May 21, 2024

If I understand well, the goal is to hide the "Camera Attributes" (outlined in yellow) attribute on "WorldEnvironment" when the user is debugging rendering ? With unshaded or other debug rendering mode ?

The inspector entry shouldn't be hidden, but depth of field should be made ineffective when the user is currently using the Unshaded debug draw mode in one of the 3D viewports.

Remember that multiple viewports can be displayed at once in the 3D editor, and they may be using different draw modes each.

@ChristopheClaustre
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Oh my bad I misunderstood this line on first message :

but they still are shown, when enabled.

Okay so we want to disable the DOF for example when user activate one of the debug draw mode.

Remember that multiple viewports can be displayed at once in the 3D editor, and they may be using different draw modes each.

Good point, I guess in this case we want to disable camera effects only for the viewports in debug draw mode but not for the others ?

@Calinou
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Calinou commented May 21, 2024

Good point, I guess in this case we want to disable camera effects only for the viewports in debug draw mode but not for the others ?

Yes, we should aim to do that if possible.

Also, this change should apply to the Overdraw debug draw mode while we're at it. The Overdraw debug draw mode shares similar code with the Unshaded debug draw mode, i.e. it draws the scene with all materials overridden.

@ChristopheClaustre
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ChristopheClaustre commented May 21, 2024

Okay, I will look at it as soon as possible.

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