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BaseMaterial3D Proximity Fade exhibits a visible line regardless of distance if opaque surfaces are in front.
This looks similar to #54978, but happens even if neither VoxelGI nor SDFGI are enabled.
Proximity Fade disabled
Proximity Fade enabled
This also occurs without any lights or environment (although the difference is more subtle). You can notice it by Ctrl + Tabbing between those images opened in new tabs:
Proximity Fade disabled
Proximity Fade enabled
In comparison, there is no such visible line in 3.5.beta4's GLES3 renderer:
Steps to reproduce
Add a small mesh without any material override.
Add a large mesh with a material that has Proximity Fade enabled (any distance will do).
Place the large mesh behind the small mesh (relative to the camera).
Using an incorrect value of screen_uv causes the wrong texel of the depth buffer to be sampled, which is most noticeable at the boundary of another object. When I change this computation of screen_uv back to the Godot 3.x version, the black border disappears:
This also appears to fix the related issue: #54978
Godot version
4.0.alpha7
System information
Fedora 34, GeForce GTX 1080 (NVIDIA 510.60.02)
Issue description
BaseMaterial3D Proximity Fade exhibits a visible line regardless of distance if opaque surfaces are in front.
This looks similar to #54978, but happens even if neither VoxelGI nor SDFGI are enabled.
Proximity Fade disabled
Proximity Fade enabled
This also occurs without any lights or environment (although the difference is more subtle). You can notice it by Ctrl + Tabbing between those images opened in new tabs:
Proximity Fade disabled
Proximity Fade enabled
In comparison, there is no such visible line in 3.5.beta4's GLES3 renderer:
Steps to reproduce
Minimal reproduction project
master
: test_proximity_fade_line_master.zip3.x
: test_proximity_fade_line_3.x.zipThe text was updated successfully, but these errors were encountered: