Godot version:
4.0
OS/device including version:
1080ti, windows 10
Issue description:
The glow in 4.0 looks wierd. 3.2 i could tweak it so it was "ok"
I've used roughly the same parameters in 3.2 and 4.0
I made the same material in UE4 and Unity, and the results are a little different.
They just seems to look a little nicer?
Example project
VulkanTest.zip
Godot 4.0
Godot 3.2.3
Ue4
Unity Without Lights
Unity With Lights
I wouldn't expect glow settings in 4.0 to look 100% identical to the glow settings in 3.2.
If you want a (non-realistic but good-looking) glow appearance, try using the new Mix glow blend mode when a mix blending value between 0 and 1.
Godot 4.0 ( Bicubic upscale is gone in 4.0 ? )
Bicubic upscaling is still available. It was moved to the Project Settings (like all other quality-related settings).
I wouldn't expect glow settings in 4.0 to look 100% identical to the glow settings in 3.2.
If you want a (non-realistic but good-looking) glow appearance, try using the new Mix glow blend mode when a mix blending value between 0 and 1.
Godot 4.0 ( Bicubic upscale is gone in 4.0 ? )
Bicubic upscaling is still available. It was moved to the Project Settings (like all other quality-related settings).
i still get the same result, it still look smeared out
i'll update the first post with example project
That looks like a bug to me.
Yeah it broke when I converted it to Compute shaders but did not have time to fix it. Was hoping someone would give it a check and do a PR but so far it did not happen. I will have to fix it myself eventually.
Most helpful comment
Fixed by https://github.com/godotengine/godot/pull/41605