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HDR skybox colors are too dark/bright with compatibility renderer #83788
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Btw, this issue isn't present in v3.5.2.stable.fedora [170ba33], so I assume the regression tag is approprate |
We don't normally add regression tag between 3.x and 4.x, it mainly matters between 4.x version to track things that have done wrong |
From https://docs.godotengine.org/en/stable/contributing/development/core_and_modules/internal_rendering_architecture.html, |
Is it planned? I would be really nice since skyboxes are a big part of many games. |
There's got to be a good way to do this... Maybe if we internally convert the hdri into RGBE and make the sky shader expect that format instead it'll be ok for bandwidth? Just speculating, I'm not too sure about this. |
I also got the dark one when I run the project on Android mobile. |
To anyone looking for a quick dirty hack:
P.S. Bonus points for getting compression artifacts - JPEG gets some muddy feeling, while PNG's remind me of dithering and banding. |
Godot version
v4.2.beta2.official [f8818f8], v4.1.2.stable.fedora [399c9dc]
System information
Fedora 40 (Rawhide) - OpenGL API 4.6 (Core Profile) Mesa 23.2.1 - Compatibility - Using Device: Intel - Mesa Intel(R) Xe Graphics (TGL GT2)
Issue description
When I add a skybox with a .hdr or .exr texture, it looks good on the Forward+ and Mobile renderers, but not with the Compatibility renderer. See images:
Expected (rendered with Forward+):
Actual (rendered with Compatibility):
Steps to reproduce
Minimal reproduction project
N/A
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