Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Vulkan: Non-directional lights with size > 0 shining on material with zero roughness results in broken specular lobes #65497

Open
atirut-w opened this issue Sep 7, 2022 · 1 comment

Comments

@atirut-w
Copy link
Contributor

atirut-w commented Sep 7, 2022

Related to #68464.

Godot version

v4.0.alpha16.official [86dd3f3]

System information

Arch Linux, Vulkan Clustered, Nvidia 1660(Nvidia open driver 515.65.01-11)

Issue description

Screenshot_20220908_025531

Note: issue is more visible when the camera is close to the specular lobes.

Steps to reproduce

  1. Add a mesh and assign it a material with zero roughness. Currently only tested with a sphere.
  2. Add an omnilight with size > 0 and shine it on the mesh

Minimal reproduction project

Lighting problem.zip

@Calinou
Copy link
Member

Calinou commented Sep 8, 2022

There's likely a NaN or infinite value being generated as a result of a division by zero or something similar in the shader.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

3 participants