Open Rytelier opened 1 year ago
This bug also affects Depth of Field. Tested on v4.1.1.stable.official [bd6af8e0e] Made an example project testing both SSR and DOF: SubViewportBug.zip
Unfortunately, I think the best solution here is to disallow using SSR and SSS when using a transparent bg as we did in Godot 3.
any progress on this issue? It still is an issue in the engine as of 2/3/24
any progress on this issue? It still is an issue in the engine as of 2/3/24
It sounds like the solution will be to disable this feature in subviewports.
A workaround is to duplicate your current environment, but disable these features and attach that environment to the camera inside your subviewport. (I just got bit by this too, and it sucked up a bunch of time trying to figure out why this was happening)
Still present in godot 4.2.2 and 4.3-beta.1
Unfortunately, I think the best solution here is to disallow using SSR and SSS when using a transparent bg as we did in Godot 3.
How would this work, technically? If you have SSR on the main environment, and a subviewport with a transparent bg that implicitly uses that main environment, would the subviewport silently disable SSR on its environment? Or would you manually have to create a second environment on the subviewport? Would a configuration warning, or some other warning (toast, push warning) be useful here?
Godot version
4.0 RC3
System information
Windows 10, Vulkan
Issue description
Enabling SSR in the environment causes opaque objects placed inside subviewport with transparent backround enabled disappear, they are not being rendered.
Steps to reproduce
Minimal reproduction project
Subviewport transparent bg.zip