Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Vulkan: WorldEnvironment Energy does not scale sky-contributed ambient lighting (unlike 3.x) #56139

Open
Calinou opened this issue Dec 21, 2021 · 0 comments

Comments

@Calinou
Copy link
Member

Calinou commented Dec 21, 2021

Godot version

4.0.dev (489f11e)

System information

Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)

Issue description

Unlike 3.x, WorldEnvironment Energy in master does not scale sky-contributed ambient lighting. Decreasing Sky Contribution will darken ambient lighting as expected (like in 3.x), but it's still not affected by an Energy greater than 1.0 or lower than 1.0.

This may have been a design decision, but in this case, it should be documented in the WorldEnvironment class reference.

adjust-sky-contribution-then-energy.mp4

In contrast, a non-default energy value will brighten or darken sky-contributed lighting (regardless of how much light is being contributed):

adjust-sky-contribution-then-energy-3.x.mp4

Steps to reproduce

  • Add a MeshInstance3D node where ambient lighting can be seen.
  • Add a DirectionalLight3D node then hide it to prevent the default light from influencing results.
  • Add a WorldEnvironment node with a PanoramaSkyMaterial.
  • Decrease Ambient Light Energy and notice it has no effect unless a custom (non-black) ambient color is used.

Minimal reproduction project

test_environment_sky_contribution_master.zip

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

2 participants