Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Vulkan: GeometryInstance3D Transparency does not disable shadow rendering at high values #55367

Open
Calinou opened this issue Nov 26, 2021 · 1 comment

Comments

@Calinou
Copy link
Member

Calinou commented Nov 26, 2021

Related to #55366 and godotengine/godot-proposals#3276.

Godot version

4.0.dev (5efe80f)

System information

Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)

Issue description

GeometryInstance3D Transparency does not disable shadow rendering at high values. This affects both directional and point light shadows.

While we can't have semi-transparent shadows until godotengine/godot-proposals#3276 is implemented, we should probably disable shadow rendering after a certain threshold is reached (probably 0.5, but possibly higher).

transparency-shadow-rendering.mp4

Steps to reproduce

  • Add a MeshInstance3D node (that will be faded) and a second MeshInstance3D to act as a floor.
  • Add a DirectionalLight3D and SpotLight3D node, both with shadows enabled. Position them so they create visible shadows.
  • Increase the Transparency property in the MeshInstance3D node up to 1.
  • Notice how shadows remain fully visible.

Minimal reproduction project

test_geometry_transparency_shadow.zip

@clayjohn
Copy link
Member

Shadows properly update for DirectionalLight3D now, but shadows still don't update for the SpotLight3D.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

2 participants