godotengine / godot

Godot Engine – Multi-platform 2D and 3D game engine
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GPUParticle3D stops rendering in editor under specific circumstances #97680

Open AtlaStar opened 1 hour ago

AtlaStar commented 1 hour ago

Tested versions

4.4.dev

System information

Godot v4.4.dev (76a135926) - Windows 10.0.19045 - Multi-window, 1 monitor - Vulkan (Forward+) - dedicated AMD Radeon RX 6650 XT (Advanced Micro Devices, Inc.; 31.0.24033.1003) - AMD Ryzen 7 3800X 8-Core Processor (16 threads)

Issue description

When the Fixed FPS is set to 0 for a GPUParticle3D, and the material assigned to it's mesh has billboarding with the keep scale flag enabled, new particles are no longer emitted. Changing between nodes will briefly cause a burst of particles. New particles also seem to spawn while the editor is minimized.

Is related to #97621 as the default for a CPUParticle3D's Fixed FPS is 0, so on swapping to a GPUParticle3D, and having a mesh material that has scaled billboarding enabled, the already emitted particles will render as normal but no new particles will be added to the system, which may briefly appear as if the wrong amount of particles are being generated.

Steps to reproduce

As described above:

Minimal reproduction project (MRP)

I have been using the same MRP as was submitted on #97621, which I will include here again. New.Compressed.zipped.Folder.zip

AtlaStar commented 1 hour ago

Tried to find a possible solution, but as I am not familiar with the render system I was unable to find the offending area of concern, but the fact materials and particles are both involved, my hunch is possibly a shader is to blame.