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Enabling SSR or SSS with TAA and XR enabled results in all geometry appearing completely black, including objects with SSS disabled. I suspect there may be other features that trigger this.
These errors appear in the console when this occurs:
ERROR: Invalid color pass flag combination 14
at: _render_list (servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp:526)
ERROR: Invalid color pass flag combination 13
at: _render_list (servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp:526)
This issue is not a duplicate of #65864, I couldn't replicate their issue and SSR, SSS, and TAA are not used in their test project.
Steps to reproduce
Enable TAA.
Add enable SSR or subsurface surface scattering on an object in view.
Start the project with XR enabled with an XR device connected.
I'll look into it when I have some free time, a lot of these effects have not been updated for stereoscopic rendering yet which is probably the issue here.
Godot version
v4.0.beta2.official
System information
Arch Linux, Monado(XRT) 'v21.0.0-2508-gb5b832f61', Lenovo Explorer, KDE 5.25.5, NVIDIA GeForce GTX 1060 6GB, NVIDIA Driver 515.76 Kernel 5.19.12-zen1-1-zen
Issue description
Enabling SSR or SSS with TAA and XR enabled results in all geometry appearing completely black, including objects with SSS disabled. I suspect there may be other features that trigger this.
These errors appear in the console when this occurs:
This issue is not a duplicate of #65864, I couldn't replicate their issue and SSR, SSS, and TAA are not used in their test project.
Steps to reproduce
Minimal reproduction project
VR Test Project (1).zip
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