env_sprite entities set to Glow or World Space Glow have unique functionality for occlusion that is different than other rendering modes. However, this functionality improperly occludes the sprite when it goes behind a refractive glass material.
As seen here, this also affects the sprite component of point_spotlight entities, while the beam itself remains functional.
This does not appear to be a rendering limitation of any kind, but rather just an improper occlusion of the sprite's visibility, as if you clip your camera half-way through the glass, you can get the sprite to still render through parts of the glass.
Describe the bug
env_sprite
entities set toGlow
orWorld Space Glow
have unique functionality for occlusion that is different than other rendering modes. However, this functionality improperly occludes the sprite when it goes behind a refractive glass material.EXAMPLE:
https://github.com/StrataSource/Engine/assets/33504404/9ca29540-5cfc-40dd-8b6d-d038b3cd953d
As seen here, this also affects the sprite component of
point_spotlight
entities, while the beam itself remains functional. This does not appear to be a rendering limitation of any kind, but rather just an improper occlusion of the sprite's visibility, as if you clip your camera half-way through the glass, you can get the sprite to still render through parts of the glass.EXAMPLE:
https://github.com/StrataSource/Engine/assets/33504404/7b4dcce8-0d29-4b9f-9f37-0f5cc451efc9
To Reproduce
Issue Map
spritevisibilitybugmap.zip
Expected Behavior
env_sprite
entities should only be occluded by solid shaders, and should render through refraction.Operating System
Win 11