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Fix volumetric fog NaN values in textures from starting at a zero Vector2. #80992
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The change seems low-risk to me and makes sense conceptually.
@Calinou Can you test this locally and confirm it fixes the bug? I can't reproduce the original bug on my hardware
…id INF and NaN in shaders.
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@Calinou I have no idea how to reproduce that. I even tried different machines with different systems (win 10, win 11, Linux) with different nvidia GPUs. Would you perhaps have an idea about something which could serve as a lead, please? Could you just for a quick test change the lines in this PR to this please: |
I get the same issue as before with the |
Thank you, though it's unfortunate. I don't know how to reproduce the original issue, the issues thix fixes just result in similar artifacts. I wish I knew what was the difference for the reproduction but the original poster was on windows 10 (just like me) and you are on Linux. We all have nvidia GPUs, I tried with other people on win and linux and nvidia and amd GPUs and no one but you two could reproduce this so far. :/ Anyone has any ideas perhaps? EDIT: Also just to be clear, it only happens with spotlights and only at these extreme settings correct? |
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Looks good. This should be a low risk merge
Thanks! |
Cherry-picked for 4.1.3. |
Reported issues: #78500This attempts to fix these issues in the comments: #78500 (comment) and #78500 (comment)
it might also fix the original issue there but I can't reproduce it on my side and I also couldn't find anyone else who could apart from the OP and Calinou.Details:
At this line:
godot/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
Line 308 in 6758a7f
fog_unit_pos.z
can be 0 which leads to the mixmix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(fog_unit_pos.z))
resolving intoparams.fog_frustum_size_begin
which comes from this line:godot/servers/rendering/renderer_rd/environment/fog.cpp
Line 546 in 6758a7f
Here the
fog_near_size = Vector2();
means it's zero which later on in every light calculation in the shader casues this:normalize(view_pos)
to yield INF/-INF which is later used for calculations which are then stored in textures and result into NaN in textures. Due to temporal_reprojection's interpolation with previous frame these values are kept and spread more resulting in black artifacts like these in the video I captured here: https://youtu.be/Vz-fKhp5scQTo reproduce this I needed to up the
Volume Depth
in Project Settings and increaseDetail Spread
in the volumetric fog otherwise it's difficult to reproduce since it can take longer time to happen, since all these result in similar visual glitches as I mentioned earlier this might also fix the original issue, I did manage to kind of reproduce it but had to do some jump arounds so I'm not 100% sure, hopefully @Calinou and @Jonne-G can test this and tell us if this helped the issue as well or if it only helps with the ones I mentioned, please?As far as I can tell this is as far as the issue can be tracked, so far I've tested on Windows 10, GTX 1660TI and could not reproduce the issues after this fix while before I can reproduce it 100%.
I couldn't find a reason why
Vector2()
needs to be used for the start so if someone else knows better please feel free to let me know I'm not that far into udnerstanding the whole thing so maybe I'm missing some reasoning and this isn't a suitable fix?The
0.001
is just a safety, currently frustum can't go below this but just in case it changes in the future for some reason.(we could maybe also just set it as
Vector2(0.01, 0.01);
if theMAX(frustum_near_size)
is an issue or do a proper calculation whatever that should be (no idea).This is my first code PR, please have mercy if I'm making any mistakes here, thank you! ^.^
Side note:
Also I'm not sure about the use of
detail_spread
:godot/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
Line 305 in 6758a7f
0
depending on settings - Volume Depth and Detail Spread - for example spread 2.0 -> 9.53674E-07, spread 6.0 -> 0.0000 (you can get vallues with exponents of E-13 and such), it's not directly related to this but it was part of the chain which made me wonder if these values are ok in general?