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Vulkan: Volumetric Fog is reflected too much in SSR #66934

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Tracked by #69579
CheesecakeCG opened this issue Oct 5, 2022 · 2 comments
Open
Tracked by #69579

Vulkan: Volumetric Fog is reflected too much in SSR #66934

CheesecakeCG opened this issue Oct 5, 2022 · 2 comments

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@CheesecakeCG
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Godot version

4.0 beta 2 and also #66756 rebased against master (57ffc4d)

System information

Arch Linux, KDE 5.25.5, NVIDIA GeForce GTX 1060 6GB, NVIDIA Driver 515.76 Kernel 5.19.12-zen1-1-zen

Issue description

Volumetric Fog On
Volumetric Fog Off

It seems to get brighter the further you zoom away from the surface.
image

Steps to reproduce

Enable Volumetric Fog and SSR in the same scene.

Minimal reproduction project

ssr_volumetric_fog_bug.zip

@Calinou Calinou added this to the 4.0 milestone Oct 5, 2022
@Calinou Calinou changed the title Volumetric Fog is reflected too much in SSR Vulkan: Volumetric Fog is reflected too much in SSR Oct 5, 2022
@BastiaanOlij
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Hmmm, this seems to me a problem in the order we do things, if SSR is applied after volumetric fog, then SSR simply won't work because the algorithm isn't suitable for reflecting fog. Not sure if this is fixable seeing SSR is a post process while volumetric fog is applied much earlier I think.

@clayjohn your ideas on this?

@clayjohn
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clayjohn commented Oct 6, 2022

I've been thinking for awhile that we should move SSR earlier in the pipeline and calculate it at the same time as GI and using last frame's radiance like we do for SSIL.

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