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Clearcoat rendering is broken with material roughness set to 0.0 in Forward+/Mobile. Specular lobes from all light types will regularly disappear in an artifact-like pattern. This does not occur with roughness set to 0.01 or greater.
The artifacts also look different in Forward+ compared to Mobile. They depend on viewport resolution and camera distance/rotation either way, as seen in the videos below:
Forward+
Roughness = 0.0
Roughness = 0.01
The issue in action:
clearcoat_roughness_0_forward_plus.mp4
Mobile
Roughness = 0.0
Roughness = 0.01
The issue in action:
clearcoat_roughness_0_mobile.mp4
Steps to reproduce
Create a MeshInstance3D with a SphereMesh. Add a StandardMaterial3D, set its Roughness to 0.0 and Metallic to 1.0. Enable Clearcoat.
Move around the camera in the 3D editor. Try resizing the 3D editor viewport as well.
At some point, specular lobes from the clearcoat will disappear.
Calinou
changed the title
Clearcoat rendering is broken with material roughness set to 0.0 in Forward+/Mobile
BaseMaterial3D clearcoat rendering is broken with material roughness set to 0.0 in Forward+/Mobile
Aug 6, 2024
Tested versions
System information
Godot v4.3.rc (e343dbb) - Fedora Linux 40 (KDE Plasma) - X11 - GLES3 (Compatibility) - NVIDIA GeForce RTX 4090 (nvidia; 555.58.02) - 13th Gen Intel(R) Core(TM) i9-13900K (32 Threads)
Issue description
Clearcoat rendering is broken with material roughness set to 0.0 in Forward+/Mobile. Specular lobes from all light types will regularly disappear in an artifact-like pattern. This does not occur with roughness set to 0.01 or greater.
The artifacts also look different in Forward+ compared to Mobile. They depend on viewport resolution and camera distance/rotation either way, as seen in the videos below:
Forward+
0.0
0.01
The issue in action:
clearcoat_roughness_0_forward_plus.mp4
Mobile
0.0
0.01
The issue in action:
clearcoat_roughness_0_mobile.mp4
Steps to reproduce
Minimal reproduction project (MRP)
test_clearcoat_roughness_zero.zip
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