-
-
Notifications
You must be signed in to change notification settings - Fork 21k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Vulkan Mobile: LightmapGI rendering exhibits pixelation artifacts on Android #85172
Comments
I can see lightmaps on your screenshots, but the UV mapping seems to be broken. I'd suggest testing 4.2.rc1 to make sure. |
v4.2.rc1.official [ad72de5] also without UV mapping (this time I imported the unzipped folder) Note: Demo 3d/lights_and_shadows does not work at all on Android (UI visible, background is black). This is probably a different issue. |
This is likely due to #73384. |
Godot version
4.2.rc1
System information
Android 13, Samsung Galaxy Z Fold4 (Adreno 730)
Issue description
Lightmap rendering exhibits pixelation artifacts on Android. On parts of the scene, you can still notice bilinear filtering occurring, but only on one axis, so this probably isn't a filter mode issue.
Could this be due to a shader precision issue (missing
highp
somewhere)?Note that the double lighting issue when using lights with the Static bake mode isn't related to this issue, as it also occurs on desktop when using the Mobile rendering method there.
The Compatibility rendering method isn't affected by this issue when coupled with #85120.
Steps to reproduce
Minimal reproduction project
test_lightmapgi_mobile.zip
The text was updated successfully, but these errors were encountered: