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Vulkan: "Display unshaded" option still shows camera effects such depth of field #49696
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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. |
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 🤔 |
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: and then continues brightening to an entirely unusable result I just made a proposal for in-editor exposure locking that may or may not be useful or relevant to this. #9532 |
Hi, looking for a good first issue since I haven't contributed for a year at least. Well I think I could do it but it feels weird. If yes I will try to do it. |
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. |
Oh my bad I misunderstood this line on first message :
Okay so we want to disable the DOF for example when user activate one of the debug draw mode.
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. |
Okay, I will look at it as soon as possible. |
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:
but they still are shown, when enabled.
Solutions:
and/or Adding a option in the
Camera3D
or inWorldEnvironment
an option do enable/disable camera effects without needing to remove them (this will be more practice)Steps to reproduce
Minimal reproduction project
N/A
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