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Vulkan: SDFGI is still drawn when the unshaded debug draw mode is enabled #62758

Closed
Tracked by #55327
Calinou opened this issue Jul 6, 2022 · 4 comments · Fixed by #91344
Closed
Tracked by #55327

Vulkan: SDFGI is still drawn when the unshaded debug draw mode is enabled #62758

Calinou opened this issue Jul 6, 2022 · 4 comments · Fixed by #91344

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@Calinou
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Calinou commented Jul 6, 2022

Godot version

4.0.alpha11

System information

Fedora 36, GeForce GTX 1080 (NVIDIA 510.68.02)

Issue description

SDFGI is still drawn when the unshaded debug draw mode is enabled. Unshaded materials are not affected by this issue; only the unshaded debug draw mode is.

Normal draw mode

An unshaded white sphere is present in the scene.

2022-07-06_02 04 33

Unshaded draw mode

2022-07-06_02 04 24

Steps to reproduce

  • Enable SDFGI in the Environment resource.
  • In the Perspective menu in the top-left corner of the 3D viewport, set the debug draw mode to Unshaded.

Minimal reproduction project

Testing project: test_fallback_material.zip

@Calinou
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Calinou commented Feb 24, 2024

I can still reproduce this as of 4.3.dev 8f0c20e.

Updated MRP: test_debug_draw_modes.zip

@atirut-w
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Is this also related to LightmapGI also being drawn in unshaded mode?

@Calinou
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Calinou commented Apr 3, 2024

Is this also related to LightmapGI also being drawn in unshaded mode?

Yes, although the fix is slightly different.

@lander-vr
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This is a pretty bothering issue for artists. Normally in my environment workflow I religiously check base colors in my scene with unshaded viewmodes because setting up accurate and cohesive base colors are crucial in building solid PBR environments.

Inaccurate base colors (i.e. too bright, too dark, too saturated, not neutral) can cascade down to a heap of problems for artists when aiming for high fidelity graphics, particularly when it comes to lighting: struggling with getting accurate lighting results, not getting the bounce-light or general light behavior that might be expected, difficulties in color balance and post processing, overall the scene will not feel grounded.

Besides lighting concerns, this viewmode also allows for much easier fine-tuning of base colors. An example case could be matching base colors on materials using different textures.

@clayjohn clayjohn added this to the 4.x milestone Apr 16, 2024
@AThousandShips AThousandShips modified the milestones: 4.x, 4.3 Apr 30, 2024
huwpascoe pushed a commit to huwpascoe/godot that referenced this issue May 10, 2024
dimitry- pushed a commit to AndroidWasm/godot that referenced this issue May 16, 2024
MewPurPur pushed a commit to MewPurPur/godot that referenced this issue Jul 11, 2024
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5 participants