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When using a screen-reading shader in conjunction with environmental volumetric fog, there is a very clear difference in the way scene looks without and with the shader. The fog light emission is visible through walls.
I would assume some sort of information is lost when the scene is re-rendered through a screen-reading shader. I have tried writing the original depth in the shader as well but with the exact same result.
I understand that it is possible this isn't a bug but may actually just be a technical limitation of some kind.
Steps to reproduce
Use volumetric fog together with a passthrough screen-reading shader. Add a light behind a wall.
Using SCREEN_TEXTURE makes the material transparent, which makes it not draw to the depth buffer. As a result, transparency sorting issues are expected to occur.
Godot version
4.0.1
System information
Windows 11
Issue description
When using a screen-reading shader in conjunction with environmental volumetric fog, there is a very clear difference in the way scene looks without and with the shader. The fog light emission is visible through walls.
I would assume some sort of information is lost when the scene is re-rendered through a screen-reading shader. I have tried writing the original depth in the shader as well but with the exact same result.
I understand that it is possible this isn't a bug but may actually just be a technical limitation of some kind.
Steps to reproduce
Use volumetric fog together with a passthrough screen-reading shader. Add a light behind a wall.
Minimal reproduction project
FogTest.zip
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