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When a Decal is present on screen, and Volumetric Fog is active in the WorldEnvironment node, its very easy to generate strange black squares across the entire screen by moving the camera around. The decal does not need to be projecting on a mesh. It happens regardless, but only when the Decal is in the frustrum of the camera. The decal needs to have a texture assigned to it to recreate the effect.
Steps to reproduce
Create a Decal
Assign a texture to the albedo, icon.png will do just fine.
Create a WorldEnvironment
Activate the VolumetricFog effect
Wiggle the editor window when the Decal is in the view. A series of black squares will consume all light. The squares will go away if the decal is out of the frustrum and new VolumetricFog data fills the spaces in.
I'm unable to reproduce using the min rep on the listed commit using W10, RTX2060 (driver v472.12), vulkan clustered.
Also, note that since that commit, there has been a large PR merged making significant changes to volumetric fog. It's worth trying out a version since then to make sure the problem still exists. #53353
Godot version
v4.0.dev.20211027.official [157cba3]
System information
Linux Mint 20.2, AMD Radeon VII, Mesa 21.1.8 - kisak-mesa PPA, Vulkan Clustered
Issue description
godot_github_issue_decal_fog-2021-11-01_20.12.49.mp4
When a Decal is present on screen, and Volumetric Fog is active in the WorldEnvironment node, its very easy to generate strange black squares across the entire screen by moving the camera around. The decal does not need to be projecting on a mesh. It happens regardless, but only when the Decal is in the frustrum of the camera. The decal needs to have a texture assigned to it to recreate the effect.
Steps to reproduce
Minimal reproduction project
DecalVolumetricFogError.zip
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