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Fixes #112885

When FSR2 is enabled it hits the code path where the blur texture is not reused, and RB_TEX_BACK_COLOR is created and used instead. It was created without mipmaps causing textureLod() to not work as expected on screen_texture.

This has a small vram penalty. If the penalty for projects not using any blur is too big then introducing a flag like scene_state.used_screen_texture_mipmapped to decide whether mipmaps are needed might be worthwhile.

@skorpnok skorpnok requested a review from a team as a code owner November 18, 2025 19:47
@AThousandShips AThousandShips added bug topic:rendering topic:3d cherrypick:4.5 Considered for cherry-picking into a future 4.5.x release labels Nov 19, 2025
@AThousandShips AThousandShips added this to the 4.6 milestone Nov 19, 2025
@skorpnok skorpnok force-pushed the missing_screen_texture_mipmaps branch from 618031f to 94f433c Compare November 19, 2025 12:38
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fixed code style.

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@clayjohn clayjohn left a comment

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Makes sense!

@Repiteo Repiteo merged commit 7e7504c into godotengine:master Nov 20, 2025
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Repiteo commented Nov 20, 2025

Thanks! Congratulations on your first merged contribution! 🎉

@akien-mga akien-mga changed the title Add missing mipmaps to RB_TEX_BACK_COLOR Add missing mipmaps to RB_TEX_BACK_COLOR Nov 20, 2025
@skorpnok skorpnok deleted the missing_screen_texture_mipmaps branch November 20, 2025 21:05
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bug cherrypick:4.5 Considered for cherry-picking into a future 4.5.x release topic:rendering topic:3d

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BaseMaterial3D refraction has no effect when using FSR2 with a resolution scale below 1.0

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