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Vulkan Mobile backend: LightmapGI is not sampled during rendering if a DirectionalLight3D with shadows enabled is visible #55867
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Workaround: Create a duplicate mesh with shadow casting only, make invisible. Bake light mapping. Turn shadow casting off on the original mesh. Make duplicate mesh visible. Works for me. (Revert the visibility and shadow settings to bake again) We wasted a bunch of time on this before realizing it seems to be a bug. Surprised it still seems broken all this time later. Got the idea for the work around later after it was discovered disabling shadow casting on the static object enables light maps, while still letting it receive light map shadows from other objects. |
I will take a look into it. Edit: It is reproducible when selecting any mesh instance in the editor, however I can't find where the issue is. The fact that there are no errors in the editor and in the validation layers isn't helping either. Now that I think about it I should've used --verbose flag. |
Godot version
4.0.dev (2a9dd65)
System information
Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)
Issue description
If a DirectionalLight3D with shadows enabled is visible, LightmapGI won't be sampled during rendering. This means the scene will not receive lighting from the lightmap (but it will still ignore environment lighting).
Vulkan Clustered backend
Vulkan Mobile backend
Edit: I've found that this is linked to directional light shadows.
DirectionalLight3D hidden
DirectionalLight3D without shadows visible
DirectionalLight3D with shadows visible
Steps to reproduce
back end
).Minimal reproduction project
test_vulkan_clustered_vs_mobile_lightmap_sampling.zipWith
.godot/
included to workaround importing issue: https://0x0.st/orQD.zip (link expires in September 2022)The text was updated successfully, but these errors were encountered: