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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.
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
Minimal reproduction project
test_geometry_transparency_shadow.zip
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