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I can confirm this on 3.3.2 on Linux + NVIDIA, but only in the running project. In the editor, the SSR perspective is correct when using an orthographic camera:
It also breaks when enabling camera preview in the editor:
What's interesting to note is that rotating the camera will further break the SSR perspective. Left is editor with camera preview enabled, right is running project:
But this does not happen while in the editor with a similar angle, when not using camera preview:
I did some investigation and it seems like there is something wrong with the depth related calculations in the screen space reflection shader, although I couldn't figure out how to fix it yet. However, a workaround would be setting the cameras origin(translation) further away to something like x=200, y=200, z=200 (which is actually the case with the editor's viewport camera; this is why it looks correct in the editor) and setting the "Far" property to something around 500. You might need to adjust the rotation of the camera (x to around -35 for example in your test project). This also applies to SSAO (issue #19747).
Godot version:
3.3.2 stable
OS/device including version:
Win7
Issue description:
The old issue: #11841 stated it fixed and closed, but I found it still happen in 3.3.2
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