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It seems to me that SDFGI is not the only one impacted by reading DEPTH_TEXTURE. I noticed that VoxelGI also produces different results whether the depth texture is read or not.
This is not a bug. Reading depth texture in a shader makes the material transparent by design. For performance reasons, SDFGI does not support sharp reflections on transparent materials, only rough reflections (the same as the ones you get with roughness >= 0.2).
A bug with VoxelGI reflections on transparent materials was fixed in 4.0.rc: #69783
Godot version
4.0 dev
System information
debian stable, GTX1050TI, vulkan
Issue description
SDFGI reflection is not right with reading depth texture in shader.
Steps to reproduce
Minimal reproduction project
Uploading godot.zip…
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