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Vulkan: SDFGI reflect wrong with depth texture read #54176

Closed
Tracked by #55327
ywaby opened this issue Oct 24, 2021 · 3 comments · Fixed by godotengine/godot-docs#7051
Closed
Tracked by #55327

Vulkan: SDFGI reflect wrong with depth texture read #54176

ywaby opened this issue Oct 24, 2021 · 3 comments · Fixed by godotengine/godot-docs#7051

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@ywaby
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ywaby commented Oct 24, 2021

Godot version

4.0 dev

System information

debian stable, GTX1050TI, vulkan

Issue description

SDFGI reflection is not right with reading depth texture in shader.

sdfgi
bug

Steps to reproduce

  1. enable sdfgi.
  2. read depth texure in shader.

Minimal reproduction project

Uploading godot.zip…

@Calinou Calinou added this to the 4.0 milestone Oct 24, 2021
@Calinou Calinou changed the title sdfgi reflect wrong with depth texture read Vulkan: SDFGI reflect wrong with depth texture read Oct 24, 2021
@BenjaminNavarro
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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.

@clayjohn clayjohn modified the milestones: 4.0, 4.x Feb 23, 2023
@ODtian
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ODtian commented Mar 24, 2023

Any update? it seems still a bug in 4.0.1.stable.

@Calinou
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Calinou commented Mar 24, 2023

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

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6 participants