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GIProbe custom emission shader not working (unlike SpatialMaterial emission) #34281
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I suppose this is a bug or a GLES3 limitation, but note that GIProbe has been rewritten in the |
@Calinou I see. I was also trying to use the parallax depth in visual shader but I couldnt figure out how and I thought maybe its only possible in SpatialMaterial you maybe know something about that? |
The recent GI article on the Godot website strongly hints that many current limitations would be very difficult to resolve if the engine stayed on OpenGL-ES3, Vulkan will be what fixes many of these issues. The API is lower level and harder to work with, but you get far more possibilities in return. |
Can anyone still reproduce this bug in Godot 3.2.3 or any later release? If yes, please ensure that an up-to-date Minimal Reproduction Project (MRP) is included in this report (a MRP is a zipped Godot project with the minimal elements necessary to reliably trigger the bug). You can upload ZIP files in an issue comment with a drag and drop. |
Reproduced with 3.2.3: example.zip |
Also valid in fb21510 |
is Can GLES3 still be used with the GIprobe there, or no |
I opened an issue to track the 4.0 version of this issue: #64124
No, as the OpenGL renderer in Godot 4 is low-end oriented. Mobile platforms (even the best flagship phone out there) were never able to use GIProbe effectively in 3.x as it was too demanding. |
Godot version:
Master
OS/device including version:
Linux 64Bit
Issue description:
Using emission in shader (Visual Shader) does not emit light like using emission in SpatialMaterial editor when using GIProbe. Is this wanted or can I close? Or maybe I do something wrong?
Steps to reproduce:
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