Open PolyVector opened 4 years ago
Can anyone still reproduce this bug in Godot 3.2.3 or any later release?
I can confirm it still happens in Godot 3.2.3.stable.official and 3.2.4.beta1.official using my shader snippet above.
Tested Versions: Godot 3.2.3.stable.official, 3.2.4.beta1.official OS: Ubuntu 20.04.1 LTS
When using world vertex coords to project the uv of a shader assigned on an Overlay Material, this material will glitch with black lines.
@PolyVector @RockyMadio Please upload a minimal reproduction project to make this easier to troubleshoot.
Also, please check whether this occurs in 4.0.alpha16 :slightly_smiling_face:
@PolyVector @RockyMadio Please upload a minimal reproduction project to make this easier to troubleshoot.
Also, please check whether this occurs in 4.0.alpha16 🙂
This is the result
This is how the shader setup is made: The top one is a simple spatial material ( no changes) The bottom one is a custom shader which I provide here.
shader_type spatial;
render_mode blend_mul,specular_schlick_ggx,world_vertex_coords,shadows_disabled;
varying vec3 world_uv;
void vertex(){
world_uv = VERTEX;
}
I will try to godot 4.0 eventually :D
Can you upload a minimal reproduction project as a ZIP attachment? We don't have time to recreate every scene setup individually, especially when it requires a skinned mesh to be reproducible.
Sure thing Calinou, here's a quick project to reproduce the issue for you.
Godot 3.5 Project Issue is still happening as of Godot 3.5
Godot 4.0 Project Issue appears to be fixed in Godot 4.0, however there is some nasty z-fighting
I'm guessing the z-fighting in 4.0 is simply FP error due to differences in the various render passes (since one is now calculating in a different space)
Godot 4.1 (v4.1.1.rc.custom_build [e709ad4d6]), the tearing is still an issue:
For people who can confirm the z-fighting issue, can you please post what graphics card models you are using?
I suspect NVidia, as I can't reproduce the issue on an intel chip
Nvidia rtx 4090 (windows on cpu amd 3960X if relevant...) I have access to a linux intel cpu with integrated + amd graphics card, will post results when I can, with makes and models. Thanks!
For people who can confirm the z-fighting issue, can you please post what graphics card models you are using?
I suspect NVidia, as I can't reproduce the issue on an intel chip
I also experience this on an RTX 2080 SUPER.
I opened another ticket more specifically outlining exactly what triggers this issue with a super minimal MRP, @bitsawer has referenced the project. To inform your suspicion, I am also running an NVidia GPU (RTX 3070TI) https://github.com/godotengine/godot/issues/80917
Characters with a Skeleton stop skinning altogether when their Material uses a Shader that sets render_mode to world_vertex_coords
I'm not sure if this is expected behavior, but I couldn't find any mention of it in the documentation.
Simplest shader to reproduce the issue:
shader_type spatial; render_mode world_vertex_coords;
Tested Version: Godot 3.2.alpha3.official OS: Ubuntu 19.10