Open jcostello opened 7 months ago
My guess is that bake_params.exposure_normalization
isn't used where it should be in the directional lightmap baking shader. Here's an example where it's used correctly: https://github.com/godotengine/godot/blob/b3a0e077ebd29bc4e2456dea816b525b691932ab/modules/lightmapper_rd/lm_compute.glsl#L461-L531
I added * bake_params.exposure_normalization
to line 444 but that completelly eliminates direct light.
Godot version
v4.2.rc.custom_build [4c5a14845]
System information
Ubuntu with Nvidia 2060
Issue description
When physical lights are configured in the project and static lights are baked with directional, they receive a lot of energy compared with no directional bake
Direcional:
No directional:
Steps to reproduce
Use MRP
Set ligihts to phyisical in project configuration Bake lightmap with
directional
For comparison: Set ligihts to non-phyisical in project configuration Bake lightmap with
directional
Minimal reproduction project
lightmap.zip