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VoxelGI looks incorrect when using an orthogonal camera. Notice how an orange horizontal line becomes visible in the pillar's shadow on the right as the camera moves:
output.webm
Note: The incorrect reflection for transparent materials is an unrelated issue, and is tracked in #69783.
Steps to reproduce
This incorrect appearance seems to apply to both diffuse and specular reflections.
I can confirm that I am also running into this issue with voxelgi. When using a topdown ortho view, the ground plane appears to have shifted form where it actually is.
Godot version
4.0.beta7
System information
Fedora 36, Vulkan Forward Plus, AMD Radeon RX 6900 XT
Issue description
VoxelGI looks incorrect when using an orthogonal camera. Notice how an orange horizontal line becomes visible in the pillar's shadow on the right as the camera moves:
output.webm
Note: The incorrect reflection for transparent materials is an unrelated issue, and is tracked in #69783.
Steps to reproduce
This incorrect appearance seems to apply to both diffuse and specular reflections.
Minimal reproduction project
test_voxelgi_reflection_orthogonal_camera.zip
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