Michael Dawe
Michael Dawe
> Ah that worked wonders! Thanks! Don't know why I insisted on using an image2D. Haven't done gfx programming in a while I guess... > > For anyone who hits...
Can confirm this is still an issue in Godot v4.3.beta1. It is visible in the editor window, with the default directional light and world environment. When turning off the world...
Hello all. I've been looking into this again after 4.4 which enables automatic roll-back to the compatibility renderer if Vulkan is unsupported. I'm pretty sure I've determined the issue. I...
I have determined the cause of the issue! It is caused by **ambient light**, **emissive light**, or other **lights that don't cast shadows**. Both **ambient light** and **emissive light** are...
Would anyone be able to point me towards the C++ code which set the uniforms etc. for the shader? Thanks :)
Yes, my initial conclusion was incorrect, after outputting just albedo from the additive lighting passes I was able to see it looked as expected. I'll look at the shaders again...
> [@MichaelDawe](https://github.com/MichaelDawe) don't forget that the total brightness impacts how "off" things look. Two bright lights will blend poorly compared to two dim lights. Similarly two dim lights will blend...