Open Jamsers opened 1 year 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.
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. š
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.
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:
Switch Quality Scaling between Normal and High
Changing Render Resolution in-game makes the issue go away.
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.