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Vulkan: LightmapGI soft shadows not reimplemented yet (unlike BakedLightmap in 3.x) #52199

Closed
Tracked by #56033
Calinou opened this issue Aug 28, 2021 · 0 comments · Fixed by #62054
Closed
Tracked by #56033

Vulkan: LightmapGI soft shadows not reimplemented yet (unlike BakedLightmap in 3.x) #52199

Calinou opened this issue Aug 28, 2021 · 0 comments · Fixed by #62054

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@Calinou
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Calinou commented Aug 28, 2021

See also #49935.

Godot version

4.0.dev (6d98f84)

System information

Fedora 34, GeForce GTX 1080 (NVIDIA 470.57.02)

Issue description

#50184 should be reimplemented in the GPU lightmapper on the master branch.

Constant shadow blur (Shadow Blur property) is also currently ignored, but I'm not sure if that one can be reimplemented in a lightmapper. Either way, PCSS-style shadows are arguably more important to support in a lightmapper, which is all about providing the highest quality shadows.

Steps to reproduce

  • Create light nodes with their bake mode to Static (formerly All) instead of the default Dynamic (formerly Indirect Only).
  • Set the lights' Size/Angular Distance to values greater than 0 (try 0.5).
  • Bake lightmaps and notice that lights' shadows are still hard.

Minimal reproduction project

N/A

@Calinou Calinou added this to the 4.0 milestone Aug 28, 2021
@Calinou Calinou changed the title Vulkan: LightmapGI soft shadows not reimplemented yet Vulkan: LightmapGI soft shadows not reimplemented yet (unlike BakedLightmap in 3.x) Aug 28, 2021
@Chaosus Chaosus added the bug label Jun 15, 2022
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