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Reflection Probe Mask Broken in Forward Clustered Renderer #55345

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mrjustaguy opened this issue Nov 26, 2021 · 2 comments
Closed

Reflection Probe Mask Broken in Forward Clustered Renderer #55345

mrjustaguy opened this issue Nov 26, 2021 · 2 comments

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@mrjustaguy
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Godot version

v4.0.dev.20211117.official [175690957]

System information

Windows 11, Vulkan, Nvidia Quadro K2000 461.92

Issue description

Reflection Probe Cull mask should determine which objects are being rendered in the reflections, however instead, they determine which objects are being rendered in the reflections and which objects get affected by the reflections, which is inaccurate behavior

see https://docs.godotengine.org/en/stable/tutorials/3d/reflection_probes.html

Forward Mobile Renderer has the appropriate behavior

Steps to reproduce

Create a Reflection Probe Setup, with Object(s) that are reflective with cull mask 1, and Object(s) that are supposed to be visible in the reflection with cull mask 2.
Set Reflection Probe Mask to 2, and toggle mask 1 on and off -> observe how reflective objects with cull mask only set to 1 stop getting Reflections from the probe when Cull mask 1 is set to off on the Probe

Minimal reproduction project

Bug.zip

@Chaosus Chaosus added this to the 4.0 milestone Nov 26, 2021
@WrobotGames
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WrobotGames commented Mar 15, 2022

Due to this bug it wasn't possible to render car reflections. I want the capture inside of the car but obviously don't want the inside of the car to be visible in the reflection. But when I use the mask feature the reflections turn off for the car. This makes the probe useless.
I hope this gets fixed soon

@Calinou
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Calinou commented Mar 15, 2022

Duplicate of #50195.

@Calinou Calinou closed this as completed Mar 15, 2022
@Calinou Calinou removed this from the 4.0 milestone Mar 15, 2022
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