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While checking out the ProceduralSkyMaterial and assigning a Texture to see the Effect, I noticed that after removing it, the Sky stayed completely blank/white instead of going to its set colors, changing the Sky's Colors or any other properties doesn't seem to reset the Sky to its Colors.
At this point you either have to reopen the scene in the editor or create a new ProceduralSkyMaterial for it to update properly.
Steps to reproduce
Create a ProceduralSkyMaterial as the Sky Material for the current WorldEnvironment
Assign a Cover Texture
Remove the Cover Texture
Minimal reproduction project
N/A
The text was updated successfully, but these errors were encountered:
The generated shader code includes the sky cover even after the texture is removed. When the texture is removed the shader should revert back to the shader version not using the sky cover
The hint_texture_default_black is providing a white texture for some reason.
I have played around with this issue and it seems to be because the image is not set to nil if no image was provided to the setter, instead it sets it to "RID()". I have locally tested setting the sky_cover property on the material to "Variant()", that is to say "Nil", and the bug seems to be fixed. My PR is here #75469
Godot version
4.0.stable
System information
Windows 10, Forward+
Issue description
While checking out the ProceduralSkyMaterial and assigning a Texture to see the Effect, I noticed that after removing it, the Sky stayed completely blank/white instead of going to its set colors, changing the Sky's Colors or any other properties doesn't seem to reset the Sky to its Colors.
At this point you either have to reopen the scene in the editor or create a new ProceduralSkyMaterial for it to update properly.
Steps to reproduce
Minimal reproduction project
N/A
The text was updated successfully, but these errors were encountered: