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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
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)
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.
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
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…
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