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This doesn't occur when using Forward Plus (clustered).
This can likely be fixed by disabling layers 24, 25, 26 and 27 from the default decal cull mask (these layers are not exposed in the inspector). These layers are used in the editor to draw the editor origin, grid and gizmos.
Alternatively, lines and points could have decal rendering skipped on them entirely (I'm not sure if you'd ever need that – this seems to be done in the clustered renderer already).
Steps to reproduce
Add a Decal node with an albedo texture, and make sure it's positioned in a scene's origin with both the origin and grid visible.
As of 4.0.beta 493e932, the origin and grid are no longer affected (likely thanks to #72810). However, the 3D manipulator gizmo is still affected:
After performing undo, the manipulator gizmo is no longer affected by the decal until you make the editor re-render the viewport somehow (e.g. by moving the mouse inside the 3D viewport).
Note that this doesn't occur on Forward+, only on Forward Mobile.
Calinou
changed the title
Vulkan Mobile: Decals are applied to editor origin and grid
Vulkan Mobile: Decals are applied to the 3D manipulation gizmo
Feb 13, 2023
Godot version
4.0.beta10
System information
Fedora 36, Vulkan Forward Plus, AMD Radeon RX 6900 XT
Issue description
Decals are applied to editor origin and grid:
This doesn't occur when using Forward Plus (clustered).
This can likely be fixed by disabling layers 24, 25, 26 and 27 from the default decal cull mask (these layers are not exposed in the inspector). These layers are used in the editor to draw the editor origin, grid and gizmos.
Alternatively, lines and points could have decal rendering skipped on them entirely (I'm not sure if you'd ever need that – this seems to be done in the clustered renderer already).
Steps to reproduce
Minimal reproduction project
test_decal_mobile_gizmos.zip
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