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Vulkan: Clustering artifacts when using spotlights together with volumetric fog #55527
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Calinou
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Clustering artifacts when using spotlights together with volumetric fog
Vulkan: Clustering artifacts when using spotlights together with volumetric fog
Dec 1, 2021
Can you see clusters if you resize the window while the project running? Try making the window wider/narrower to change its aspect ratio. |
Fixed with #55714. |
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Godot version
4.0.dev (5efe80f)
System information
Windows 10, NVIDIA RTX 3060Ti, driver 497.09, Vulkan
Issue description
When trying to use spotlights together with volumetric fog of any kind, weird clustering artifacts appear in the area which should be illuminated by scattered light. I opened this issue because I could not reproduce #41357 anymore with Omnilights, so this issue could be used to track all bugs related to spotlights + volumetric fog.
It seems like there are two artifact types:
The stretched quads in the middle of the light cone(which are closer together the higher the value "Volume Depth" is set ) and then the "staircase" one, which seems to be caused by wrong transformations in the cluster builder (maybe). I modified the spotlight code in the volumetric_fog_process shader (basically disabled all attenuation code), which makes the light clusters clearly visible:
Steps to reproduce
Optional, but recommended:
Minimal reproduction project
volumetric-spotlight-artifacts.zip
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