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When shadow is enabled, only a very small area of volumetric fog is lit up. A huge concern is that this issue is also reproducible on v4.1.2.stable.official [399c9dc] and that it also affect spot lights.
I have been encountering this as well in a large project, but was never able to reproduce it outside of it. Resizing the window should also fix the fog when this occurs.
Calinou
changed the title
Volumetric Fog stops working when enabling shadows for omnilights
Volumetric Fog stops working when enabling shadows for positional lights until 3D buffers are recreated
Feb 12, 2024
Godot version
v4.2.beta2.official [f8818f8]
System information
Godot v4.2.beta2 - Windows 11 22H2 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 Laptop GPU (NVIDIA; 31.0.15.4584) - AMD Ryzen 5 5600H with Radeon Graphics (12 Threads)
Issue description
In Bistro-Demo-Tweaked/4.2-dev, changing the "Quality Scaling" to High enables shadows for the lamppost Omnilights.
This happens:
Huh.mp4
But, as you can see, changing the render scaling in-game makes the issue go away?
Steps to reproduce
Reproduction steps as detailed at Bistro-Demo-Tweaked's #16:
Changing Render Resolution in-game makes the issue go away.
Minimal reproduction project
I haven't been able to isolate a minimal reproduction project yet, I'll upload one as soon as I've found a root set of circumstances.
Issue can currently be reproduced at Bistro-Demo-Tweaked/4.2-dev.
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