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Vulkan: SDFGI is still drawn when the unshaded debug draw mode is enabled #62758
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I can still reproduce this as of 4.3.dev 8f0c20e. Updated MRP: test_debug_draw_modes.zip |
Is this also related to LightmapGI also being drawn in unshaded mode? |
Yes, although the fix is slightly different. |
This is a pretty bothering issue for artists. Normally in my environment workflow I religiously check base colors in my scene with unshaded viewmodes because setting up accurate and cohesive base colors are crucial in building solid PBR environments. Inaccurate base colors (i.e. too bright, too dark, too saturated, not neutral) can cascade down to a heap of problems for artists when aiming for high fidelity graphics, particularly when it comes to lighting: struggling with getting accurate lighting results, not getting the bounce-light or general light behavior that might be expected, difficulties in color balance and post processing, overall the scene will not feel grounded. Besides lighting concerns, this viewmode also allows for much easier fine-tuning of base colors. An example case could be matching base colors on materials using different textures. |
Godot version
4.0.alpha11
System information
Fedora 36, GeForce GTX 1080 (NVIDIA 510.68.02)
Issue description
SDFGI is still drawn when the unshaded debug draw mode is enabled. Unshaded materials are not affected by this issue; only the unshaded debug draw mode is.
Normal draw mode
An unshaded white sphere is present in the scene.
Unshaded draw mode
Steps to reproduce
Minimal reproduction project
Testing project: test_fallback_material.zip
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