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OS/device including version:
2020 Mac Mini
macOS Big Sur
GLES2 / GLES3
Issue description:
I have a 2D water shader which reads from SCREEN_TEXTURE to display whatever is behind with a refraction effect. A ColorRect and a Sprite are placed behind the water, and a Light2D affects everything. There is also a LightOccluder2D covering the sprite, set to clockwise cull mode so that the inside of the sprite remains lit.
The issue is that in the water, this results in two visible copies of the screen texture being lit, one (correctly) distorted by the shader, and the other not:
Whereas I would hope for it to look more like this:
Godot version:
3.3 RC7
OS/device including version:
2020 Mac Mini
macOS Big Sur
GLES2 / GLES3
Issue description:
I have a 2D water shader which reads from SCREEN_TEXTURE to display whatever is behind with a refraction effect. A ColorRect and a Sprite are placed behind the water, and a Light2D affects everything. There is also a LightOccluder2D covering the sprite, set to clockwise cull mode so that the inside of the sprite remains lit.
The issue is that in the water, this results in two visible copies of the screen texture being lit, one (correctly) distorted by the shader, and the other not:
Whereas I would hope for it to look more like this:
Water shader:
The result is the same whether batching is on or off.
Steps to reproduce:
Simply run the MRP scene.
Minimal reproduction project:
ScreenTextureLightIssue.zip
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