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Vulkan Mobile: Point rendering casts solid shadows, as opposed to point shadows #73827

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Tracked by #55871
Calinou opened this issue Feb 23, 2023 · 0 comments
Open
Tracked by #55871

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@Calinou
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Calinou commented Feb 23, 2023

Godot version

4.0.rc3

System information

Fedora 37, GeForce RTX 4090 (NVIDIA 525.85.05)

Issue description

This behavior is inconsistent with Forward+, which casts point shadows for materials using poin t rendering.

Forward+

Faint shadows appear for points (even the 1-pixel ones if you look carefully).

Screenshot_20230223_174332

Mobile

Shadows appear solid.

Screenshot_20230223_174348

Steps to reproduce

  • Create a MeshInstance3D with a SphereMesh.
  • Create a second MeshInstance3D with a SphereMesh. Move this sphere below the other one, and keep its default material so you can see this sphere receiving shadows from the other sphere.
  • Add a BaseMaterial3D with Transform > Use Point Size enabled, then change Transform > Point Size.
  • Notice shadow casting doesn't change if using the Forward Mobile rendering method.

Minimal reproduction project

test_point_rendering_mobile.zip

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