Godot version:
Godot 3.1 Beta 2
OS/device including version:
Windows 10, Nvidia GTX 1060
Issue description:
For some reason, the albedo of shadermaterials is not accounted for in GIProbes.
https://cdn.discordapp.com/attachments/408555922349359105/539236548416110602/unknown.png
This is what the GIProbe bakes when a SpatialMaterial is used.
https://cdn.discordapp.com/attachments/408555922349359105/539236777773236234/unknown.png
This is that exact same material, converted into a ShaderMaterial and baked into a GIProbe
Steps to reproduce:
Minimal reproduction project:
BugReport.zip
No, it doesn't work well. This requieres significant change for GLES3 backend which won't be done now, will work on it after 3.1 is out.
This has been implemented in the Vulkan backend for 4.0 already. It will not make it into 3.2.
Most helpful comment
No, it doesn't work well. This requieres significant change for GLES3 backend which won't be done now, will work on it after 3.1 is out.