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When the number of visible VoxelGI nodes changes (through occlusion culling, changing visibility, or baking a fresh VoxelGI), Volumetric Fog breaks, with the froxel buffer appearing to freeze.
Toggling Volumetric Fog off and back on again will fix it until the aforementioned case breaks it again.
The outputs gets flooded with a massive error while the bug is occurring. Click to expand.
Uniforms were never supplied for set (0) at the time of drawing, which are required by the pipeline
drivers/vulkan/rendering_device_vulkan.cpp:8292 - Condition "!uniform_set" is true.
Uniforms supplied for set (0):
Set: 0 Binding: 1 Type: Texture Writable: N Length: 1
Set: 0 Binding: 2 Type: Texture Writable: N Length: 1
Set: 0 Binding: 3 Type: StorageBuffer Writable: N Length: 0
Set: 0 Binding: 4 Type: StorageBuffer Writable: N Length: 0
Set: 0 Binding: 5 Type: UniformBuffer Writable: N Length: 3712
Set: 0 Binding: 6 Type: StorageBuffer Writable: N Length: 0
Set: 0 Binding: 7 Type: Sampler Writable: N Length: 1
Set: 0 Binding: 8 Type: Image Writable: Y Length: 1
Set: 0 Binding: 9 Type: Image Writable: Y Length: 1
Set: 0 Binding: 10 Type: Sampler Writable: N Length: 1
Set: 0 Binding: 11 Type: UniformBuffer Writable: N Length: 896
Set: 0 Binding: 12 Type: Texture Writable: N Length: 8
Set: 0 Binding: 13 Type: Sampler Writable: N Length: 1
Set: 0 Binding: 14 Type: UniformBuffer Writable: N Length: 304
are not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:
Set: 0 Binding: 1 Type: Texture Writable: N Length: 1
Set: 0 Binding: 2 Type: Texture Writable: N Length: 1
Set: 0 Binding: 3 Type: StorageBuffer Writable: N Length: 0
Set: 0 Binding: 4 Type: StorageBuffer Writable: N Length: 0
Set: 0 Binding: 5 Type: UniformBuffer Writable: N Length: 3712
Set: 0 Binding: 6 Type: StorageBuffer Writable: N Length: 0
Set: 0 Binding: 7 Type: Sampler Writable: N Length: 1
Set: 0 Binding: 8 Type: Image Writable: Y Length: 1
Set: 0 Binding: 9 Type: Image Writable: Y Length: 1
Set: 0 Binding: 10 Type: Sampler Writable: N Length: 1
Set: 0 Binding: 11 Type: UniformBuffer Writable: N Length: 896
Set: 0 Binding: 12 Type: Texture Writable: N Length: 8
Set: 0 Binding: 13 Type: Sampler Writable: N Length: 1
Set: 0 Binding: 14 Type: UniformBuffer Writable: N Length: 304
Set: 0 Binding: 15 Type: Texture Writable: N Length: 1
Set: 0 Binding: 16 Type: Image Writable: Y Length: 1
Set: 0 Binding: 17 Type: Image Writable: Y Length: 1
Set: 0 Binding: 18 Type: Image Writable: Y Length: 1
Set: 0 Binding: 19 Type: Texture Writable: N Length: 1
drivers/vulkan/rendering_device_vulkan.cpp:8292 - Condition "!uniform_set" is true.
Uniforms were never supplied for set (0) at the time of drawing, which are required by the pipeline
drivers/vulkan/rendering_device_vulkan.cpp:8292 - Condition "!uniform_set" is true.
Uniforms were never supplied for set (0) at the time of drawing, which are required by the pipeline
Video of the MRP below -- the box to the right represents the VoxelGI node.
2022-12-04.15-52-37.mp4
Steps to reproduce
MRP:
Download and run. Click drag to rotate the camera around, and hit Space/Right Click to toggle the fog.
Rotate camera such that the cube either goes out of view, or goes into view. Observe volumetric fog not working anymore.
Toggle the fog off and back on to fix it, and test again if desired.
Manual:
Create a new scene, add a WorldEnvironment node and enable Volumetric Fog.
Add a FogVolume, or an intense light source to get a clear point of reference.
Add a VoxelGI node to the scene. Bake it so that it becomes active.
The volumetric fog will immediately break. Repair it by toggling it off and back on in the Environment
Either toggle the VoxelGI's visibility, or move the camera around in-editor so that the VoxelGI volume either goes out of, or into view. Observe volumetric fog breaking in these cases. Repair it the same way as step 4 to test it again.
Godot version
v4.0.beta7.official [0bb1e89]
System information
Manjaro Linux, Forward+, RX 570 (Mesa 22.3.0-devel)
Issue description
When the number of visible VoxelGI nodes changes (through occlusion culling, changing visibility, or baking a fresh VoxelGI), Volumetric Fog breaks, with the froxel buffer appearing to freeze.
Toggling Volumetric Fog off and back on again will fix it until the aforementioned case breaks it again.
The outputs gets flooded with a massive error while the bug is occurring. Click to expand.
Video of the MRP below -- the box to the right represents the VoxelGI node.
2022-12-04.15-52-37.mp4
Steps to reproduce
MRP:
Manual:
Minimal reproduction project
Volumetric Fog+VoxelGI Test.zip
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