godotengine / godot

Godot Engine ā€“ Multi-platform 2D and 3D game engine
https://godotengine.org
MIT License
90.16k stars 21.19k forks source link

Volumetric Fog stops working when enabling shadows for positional lights until 3D buffers are recreated #83685

Open Jamsers opened 12 months ago

Jamsers commented 12 months ago

Godot version

v4.2.beta2.official [f8818f85e]

System information

Godot v4.2.beta2 - Windows 11 22H2 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 Laptop GPU (NVIDIA; 31.0.15.4584) - AMD Ryzen 5 5600H with Radeon Graphics (12 Threads)

Issue description

In Bistro-Demo-Tweaked/4.2-dev, changing the "Quality Scaling" to High enables shadows for the lamppost Omnilights.

This happens:

https://github.com/godotengine/godot/assets/39361911/13fab8d5-863e-4fdb-a38a-99d7fcef9f0a

But, as you can see, changing the render scaling in-game makes the issue go away?

Steps to reproduce

Reproduction steps as detailed at Bistro-Demo-Tweaked's #16:

Minimal reproduction project

I haven't been able to isolate a minimal reproduction project yet, I'll upload one as soon as I've found a root set of circumstances.

Issue can currently be reproduced at Bistro-Demo-Tweaked/4.2-dev.

atirut-w commented 11 months ago

I made a small MRP for easier testing: volumetric_shadows.zip

When shadow is enabled, only a very small area of volumetric fog is lit up. A huge concern is that this issue is also reproducible on v4.1.2.stable.official [399c9dc39] and that it also affect spot lights.

Jamsers commented 11 months ago

Oh nice, thank you! I actually tried creating an MRP but couldn't quite isolate the issue in a separate project. I'll check out your MRP instead. šŸ‘

jss2a98aj commented 11 months ago

I have been encountering this as well in a large project, but was never able to reproduce it outside of it. Resizing the window should also fix the fog when this occurs.