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SDFGI: Omnilights that have their bake mode set to static are culled very aggressively #77551

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Tracked by #55327
Jamsers opened this issue May 27, 2023 · 0 comments

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@Jamsers
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Jamsers commented May 27, 2023

Godot version

4.0.2.stable.official

System information

Windows 11 22H2, RTX 3060 Mobile, NVIDIA Driver 531.79, Vulkan

Issue description

When using SDFGI and having omnilights in the scene with their bake mode set to static, the omnilights are culled at a very short range in the SDF representation, causing very noticeable lighting fade in artifacts in the scene.

Staticbakemodebugsdfgi.mp4

I've confirmed that omnilights with their bake mode set to dynamic don't suffer from the same issue.

Steps to reproduce

  1. Enable SDFGI.
  2. Set up a row of omnilights in a darkly lit corridor.
  3. Set the omnilights' bake mode to static.
  4. Move the camera through the row of omnilights.

Minimal reproduction project

Test project is too big to upload, but I've set up a branch on the Github repo of the test project.
Godot-Sun-Temple-Tweaked/sdfgi-static-lights

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