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Unlike SDFGI, VoxelGI doesn't represent environment lighting in reflections even if Use Two Bounces is enabled in VoxelGIData and a high propagation value is used. This results in VoxelGI reflections looking too dark on metallic materials.
Godot version
4.0.dev (4651b2a)
System information
Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)
Issue description
Unlike SDFGI, VoxelGI doesn't represent environment lighting in reflections even if Use Two Bounces is enabled in VoxelGIData and a high propagation value is used. This results in VoxelGI reflections looking too dark on metallic materials.
This may be linked to #35200 (and #35800).
A more extreme example with a bright green ambient color, ambient energy set to
16.0
and Sky Contribution set to0.0
:VoxelGI
DirectionalLight visible
DirectionalLight hidden (only environment lighting is used)
SDFGI
SDFGI's Bounce Feedback is set to 1.0 to ensure correct display of reflections, as per #49836.
DirectionalLight visible
DirectionalLight hidden (only environment lighting is used)
Steps to reproduce
Minimal reproduction project
global_illumination_1.zip
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