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specular_disabled
render mode in shaders does not make the SPECULAR
output zero
#95102
Comments
This is done by design. The specular render modes only affect direct light specular lobes, not reflected light. Changing this behavior would break visuals in existing projects, sometimes to a significant degree - on top of giving less control to users over the final appearance (since you wouldn't be able to disable specular lobes while keeping reflections anymore). Set Metallic > Specular or This is already documented here: godot/doc/classes/BaseMaterial3D.xml Lines 358 to 361 in 3978628
And here: godot/doc/classes/BaseMaterial3D.xml Lines 265 to 268 in 3978628
godotengine/godot-docs#9691 updates the manual. |
That PR definitely helps. Thanks! |
Reopening, as the associated documentation PR hasn't been merged yet. |
Tested versions
Reproducible in 4.3.rc1
System information
Godot v4.3.rc1 - Windows 10.0.22631 - GLES3 (Compatibility) - NVIDIA GeForce GTX 1660 SUPER (NVIDIA; 32.0.15.6070) - Intel(R) Core(TM) i7-10700F CPU @ 2.90GHz (16 Threads)
Issue description
Setting the render mode
specular_disabled
does eliminate specular contribution from lights, but not reflected light. TheSPECULAR
output is non-zero in this case. If this is intended, the namings are very confusing and should be either changed or documented better.Steps to reproduce
Open attached project, and look at the two balls side-by-side. Note that one is blacker than the other.
ball1
has theblack
shader, andball2
has thetrue_black
shader. Both shaders have the render modespecular_disabled
, but onlytrue_black
explicitly setsSPECULAR
output to zero.ball
still receives reflected light from theWorldEnvironment
in the scene.Minimal reproduction project (MRP)
bug-report.zip
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