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Vulkan: Baking LightmapGI incorrectly uses current editor environment #78184

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Tracked by #56033
atirut-w opened this issue Jun 13, 2023 · 1 comment
Open
Tracked by #56033

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@atirut-w
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Godot version

v4.0.3.stable.official [5222a99]

System information

Windows 11, Forward+, AMD Radeon RX 6700 XT

Issue description

I originally thought this was a problem with baking lightmaps while in unshaded view, so I tried making an MRP only to discover a completely different cause.

I only discovered this because when you switch to unshaded view, physical skyboxes turns black. When baking lightmaps in this state, the resulting lightmap had no environment lighting at all, since the editor's skybox is black.

Steps to reproduce

  1. Create a simple scene suitable for lightmap baking and add a LightmapGI node
  2. Set up an environment with physical sky
  3. Bake in normal view
  4. Note result
  5. Bake in unshaded view(physical sky is now black)
  6. Compare result with that of normal view

Minimal reproduction project

Lightmap problem.zip

@Calinou Calinou added the bug label Jun 13, 2023
@Calinou Calinou changed the title Baking lightmap incorrectly uses current editor environment Vulkan: Baking LightmapGI incorrectly uses current editor environment Jun 13, 2023
@atirut-w
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I tried looking into this and it seems this has to do with how Godot set the main viewport's debug draw. I am new to Godot's rendering code, so this might take a while, but I'll try to help.

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