Closed vitorbalbio closed 2 years ago
I think this is a design decision. I doubt post-processing effects can be made to work with a transparent viewport.
I think this is a design decision. I doubt post-processing effects can be made to work with a transparent viewport.
I think it's more like a feature lost in the way when it was implemented since i can get a Viewport Texture with alpha channel and apply a custom shader to it with Color Correction per example. Beside that it have too much limitations to be a solution since i can't do a simple Glow because i can't access the mipmap levels of the Viewport Texture (Even when those are correctly created) but this is another problem https://github.com/godotengine/godot/issues/23417. Looks like a dead end here to have Viewport Texture with alpha + Glow
In my case some of the world environment works, but not all. Glow Works, Fog Works. Tonemapping, SSAO, DOF do not work. This definitely feels more like a bug than design decision.
This feels a lot like a bug, at least from an usability standpoint. I'm using different viewports with different cameras and the same world, mixed together using overlapped TextureRects, and I'm using this structure to replicate this effect: https://youtu.be/LAopDQDCwak
In practice, I render everything but some objects in a viewport via cull masks, and those objects in the other one with transparent_bg enabled. I'd love to put some effects in both of them, but I just.. can't, and it feels wrong.
I'm currently trying some chromakey to achieve transparency without transparent_bg, but it's cumbersome
same problem in 3.4.2 in my fps project. enabling transparent background disables post processing and fxaa and msaa
same problem in 3.4.2 in my fps project. enabling transparent background disables post processing and fxaa and msaa
Could you test https://github.com/godotengine/godot/pull/54585 by building its branch from source (https://github.com/Kinwailo/godot/tree/fix_viewport_transparent_bg)? See compiling instructions here: https://docs.godotengine.org/en/stable/development/compiling/index.html
same problem in 3.4.2 in my fps project. enabling transparent background disables post processing and fxaa and msaa
Could you test #54585 by building its branch from source (https://github.com/Kinwailo/godot/tree/fix_viewport_transparent_bg)? See compiling instructions here: https://docs.godotengine.org/en/stable/development/compiling/index.html
sorry man , im not a coder i have no idea to implement that in my project
godot4 alpha fixes the environment effects on second camera however, transparent background doesnt work anymore when using viewports
godot4 alpha fixes the environment effects on second camera however, transparent background doesnt work anymore when using viewports
This issue is being tracked in https://github.com/godotengine/godot/issues/40651.
Fixed by #54585.
Bugsquad note: This issue has been confirmed several times already. No need to confirm it further.
Godot version: Stable 3.2.3 Mono
OS/device including version: Windows 10
Issue description: World's post process do not work with Viewports when Transparent BG is enabled. That included Tone mapping and color correction not only FX
Steps to reproduce: Bellow
Minimal reproduction project: Run the project. Check option with and Without Transparent Bg PostBug.zip