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Windows 11 22H2, RTX 3060 Mobile, NVIDIA Driver 531.79, Vulkan
Issue description
When using SDFGI and having omnilights in the scene with their bake mode set to static, the omnilights are culled at a very short range in the SDF representation, causing very noticeable lighting fade in artifacts in the scene.
Staticbakemodebugsdfgi.mp4
I've confirmed that omnilights with their bake mode set to dynamic don't suffer from the same issue.
Steps to reproduce
Enable SDFGI.
Set up a row of omnilights in a darkly lit corridor.
Godot version
4.0.2.stable.official
System information
Windows 11 22H2, RTX 3060 Mobile, NVIDIA Driver 531.79, Vulkan
Issue description
When using SDFGI and having omnilights in the scene with their bake mode set to static, the omnilights are culled at a very short range in the SDF representation, causing very noticeable lighting fade in artifacts in the scene.
Staticbakemodebugsdfgi.mp4
I've confirmed that omnilights with their bake mode set to dynamic don't suffer from the same issue.
Steps to reproduce
Minimal reproduction project
Test project is too big to upload, but I've set up a branch on the Github repo of the test project.
Godot-Sun-Temple-Tweaked/sdfgi-static-lights
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