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Vulkan: StandardMaterial3D with any transparency does not cast shadows #61730
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Alpha blending is used for materials with proximity fade enabled, so this is expected. Using proximity fade with alpha scissor probably wouldn't make much sense (except with dithering/alpha hash, I guess). It might be possible to set the depth draw mode to Opaque prepass to improve sorting and make it cast shadows again, but this may come at a performance cost. |
The other proximity fade issue (#63675) is about z-ordering, and this issue is about shadows on different transparency modes, but this still leaves the fact that proximity fade doesn't have shadows at all, even though it can properly be used to fade with modes that have shadows such as alpha scissor. |
Godot version
v4.0.alpha8.official [917fd65]
System information
Mac OSX 12.4, M1 Pro
Issue description
I'm unable to get a material to render a shadow when I set any transparency other than "Disabled":
This seems related to #50344 but that seems fixed.
Steps to reproduce
==! The shadow disappears.
Minimal reproduction project
shadow_test.zip
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