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Physical sky is too dark on compatibility renderer #84441
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PhysicalSkyMaterial shader code is here: godot/scene/resources/sky_material.cpp Lines 672 to 754 in 5ee9831
Compare it with the ProceduralSkyMaterial shader code, which doesn't exhibit this issue: godot/scene/resources/sky_material.cpp Lines 266 to 339 in 5ee9831
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Thanks for the pointers, Calinou. I will take a look later. |
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Godot version
4.1.1.stable
System information
Godot v4.1.1.stable - Ubuntu Core 22 - Vulkan (Compatibility) - llvmpipe (LLVM 15.0.7, 256 bits) - AMD Ryzen 7 2700X Eight-Core Processor (16 Threads) - Also works on Nvidia. All GLES3 on GL.
Issue description
Found this while shaving the gles3 fog yak. Physical sky seems dark especially compared to Vulkan. It doesn't seem to have to do with tonemapping. I'll fix this myself if I have time.
Steps to reproduce
Make a project with Compatibility renderer. Add WorldEnvironment. Set background mode to sky. Set sky material to PhysicalSkyMaterial. Sky should be dark like in the screenshot.
Minimal reproduction project
gles3-features-test.zip
Not exactly minimal but this should do the trick.
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