Closed uberfig closed 1 year ago
What happens if you remove mipmaps from the filter?
Same issue exists on Version 4.0., using Forward+ Renderer
What happens if you remove mipmaps from the filter?
My tests were run using filter_nearest as shown in the docs initially, same issue.
So I just discovered something strange!
If I disable the preview Environment in the editor, then resize the Preview Viewport vertically - I get the same solid color screen as I get when running the scene:
adding a basic WorldEnvironment Node to the scene fixes this again:
including when running the project!
I have no idea why this could be though
Can confirm, adding the world environment fixed the problem on my end as well!
Closing issue as a solution has been found
This is still a bug and needs to be investigated, I don't think the normal texture not working is a normal thing to expect without an environment, this should probably be reopened
May I ask how to make the normals from this texture be in world space? Because my colors change when I move the camera.
I found this issue very frustrating to debug, if it's a limitation of the renderer that the screen space normals aren't available without a world environment it would be good if it was mentioned in the shader docs.
Godot version
4.0.2 stable
System information
issue tested on win10 with ryzen 7 and rx 6600, win11 with ryzen 7 and gtx 3050
Issue description
When creating a screen reading post processing shader, the normal buffer functions correctly in the editor, but does not seem to be functioning as expected in debug, producing only a solid colour when run. I am unsure if this behaviour is intended, but if so, I feel it should be properly documented.
Running correctly in editor:
Solid colour in debug:
Steps to reproduce
this shader should be attached to a MeshInstance3D quadmesh minimal shader to reproduce:
Minimal reproduction project
N/A