Godot: GIProbe Doesn't Bake ShaderMaterial Albedo

Created on 28 Jan 2019  路  2Comments  路  Source: godotengine/godot

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:

  1. Create a reflective surface, spatial or shader material, it doesn't matter
  2. Make sure High Quality GI is on
  3. Create an object with a shader material, an easy way to do this is to simply create a new SpatialMaterial and convert it to one.
  4. Make sure all objects in the scene are used in baked lighting.
  5. Bake GIProbe and Observe.

Minimal reproduction project:
BugReport.zip

bug rendering

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.

All 2 comments

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.

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