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Vulkan Mobile: LightmapGI rendering exhibits pixelation artifacts on Android #85172

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Tracked by #55871 ...
Calinou opened this issue Nov 21, 2023 · 4 comments
Open
Tracked by #55871 ...

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@Calinou
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Calinou commented Nov 21, 2023

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.

Desktop Android
image Screenshot_20231121_125857_Test LightmapGI OpenGL

The Compatibility rendering method isn't affected by this issue when coupled with #85120.

Steps to reproduce

  • Export a project that uses a baked LightmapGI to Android and run it on an Android device.

Minimal reproduction project

test_lightmapgi_mobile.zip

@Calinou Calinou changed the title Vulkan Mobile: Lightmap rendering exhibits pixelation artifacts on Android Vulkan Mobile: LightmapGI rendering exhibits pixelation artifacts on Android Nov 21, 2023
@Alex2782
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Alex2782 commented Nov 23, 2023

I don't see any lighting, does anything else have to be executed for baked LightmapGI?

files
alex@MacM1-11 assets % pwd
/Users/alex/Develop/godot-github/platform/android/java/app/assets
alex@MacM1-11 assets % ll -t
total 36512
drwxr-xr-x  19 alex  staff   608B 23 Nov 23:20 .
-rw-rw-rw-@  1 alex  staff   4,0K 23 Nov 23:20 test.tscn
drwxr-xr-x@  8 alex  staff   256B 23 Nov 23:19 .godot
-rw-rw-rw-@  1 alex  staff   883B 23 Nov 23:19 octavus.obj.import
-rw-rw-rw-@  1 alex  staff   2,1M 23 Nov 23:19 octavus.obj.unwrap_cache
-rw-rw-rw-@  1 alex  staff   549B 23 Nov 23:19 test.exr.import
-rw-rw-rw-@  1 alex  staff   552B 23 Nov 23:19 test.webp.import
-rw-rw-rw-@  1 alex  staff   1,0K 23 Nov 23:19 project.godot
-rw-r--r--@  1 alex  staff   6,0K 23 Nov 23:10 .DS_Store
drwxr-xr-x  13 alex  staff   416B 22 Nov 22:43 ..
-rw-rw-rw-@  1 alex  staff   183K 20 Nov 17:54 test.lmbake
-rw-rw-rw-@  1 alex  staff   9,6M 20 Nov 17:54 test.exr
-rw-rw-rw-@  1 alex  staff   260B 20 Nov 17:47 DynamicObject.gd
-rw-rw-rw-@  1 alex  staff   896B 27 Okt 11:48 test.gd
-rw-rw-rw-@  1 alex  staff   158B 27 Okt 11:45 Label.gd
-rw-r--r--@  1 alex  staff    80B  9 Okt 09:16 .gitattributes
-rw-rw-rw-@  1 alex  staff   471K  7 Okt 00:29 test.webp
-rw-r--r--   1 alex  staff    14B 12 Aug 21:26 .gitignore
-rw-r--r--@  1 alex  staff   5,4M 22 Mai  2023 octavus.obj
MacOS M1 - Godot 4.2 Beta 5 'master' branch - Samsung Android 13
Bildschirmfoto 2023-11-23 um 23 21 09 Screenshot_20231123_232615

@Calinou
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Calinou commented Nov 23, 2023

I don't see any lighting, does anything else have to be executed for baked LightmapGI?

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.

@Alex2782
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Alex2782 commented Nov 23, 2023

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.

@Calinou
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Calinou commented Nov 24, 2023

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.

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