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Setting up automatic exposure or glow gizmos will affect pre rendering #85226

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YuYeRan opened this issue Nov 22, 2023 · 1 comment
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@YuYeRan
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YuYeRan commented Nov 22, 2023

Godot version

4.2 RC 1

System information

windos 11 vlukan RTX2060 ;i5-10400

Issue description

When Glow is on, the gizmos will produce halos, and due to changes in camera exposure values, the gizmos will also become brighter or darker
a869a55930260664c20b255d62582887

Steps to reproduce

Add WorldEnvironment node add Environment open Glow and turn on camera automatic exposure adjustment. Adjust the maximum and minimum camera automatic exposure values to create a bright and dark effect on the screen. Gizmos will change the brightness and dark changes with the camera exposure value (as if Gizmos participated in the pre rendering and interacted with the model lighting. If Glow is turned on)

Minimal reproduction project

Uploading XiaoHu3.zip…

@Calinou
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Calinou commented Nov 22, 2023

This is expected, as gizmos aren't drawn on a separate pass. The main viewport is used to calculate expose, and this includes the gizmos.

Given this affects the exposure computation and not just the result of exposure, I don't think this can be worked around by changing the gizmo brightness depending on exposure.

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