-
-
Notifications
You must be signed in to change notification settings - Fork 21.4k
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
[3.x] Built-in toon diffuse mode too bright #63297
Comments
@lyuma mentioned to me about dividing by a pi constant. Do you remember? |
Note that changing this in 3.x will break compatibility with existing projects, unless it's made opt-in via a project setting (which could be automatically enabled in projects created with 3.6). |
@Calinou can a fix for this get into 4.0? It seems to kind of also be happening in alpha 13 and I'd like this fixed before the freeze. |
Bug fixes are not affected by the feature freeze – they can be contributed at any time 🙂 I'd recommend looking into opening a pull request yourself. |
@atirut-w Can you test this in 4.2.beta 6? This may be fixed as evidenced by #65544 (comment). This wasn't backported to 3.x yet though (see my above comment about compatibility). |
I'll try it out this afternoon-evening, thanks. 👍 |
@Calinou it is indeed fixed, in the latest master branch. The "receding shadows" issue is still present, but I think this is easily fixable by changing the order of lighting calculations. It's probably a similar issue to the ones I've encountered when making custom lightings. |
Godot version
v3.4.4.stable.fedora [419e713]
System information
Fedora Linux 36 (Workstation Edition), GLES 3
Issue description
When you set a material's diffuse mode to toon and have a light source(only tested with directional light), the lit part of the material becomes significantly brighter than normal materials of the same albedo with Burly(ddefault) diffuse mode.
This is more noticeable with the Glow effect enabled(screen mode) and shadow disabled(a separate issue of toon shader being dependent on shadowmap instead of dot product?).
Testing condition:
With shadows
Without glow
With glow
Without shadows
Without glow
With glow
Steps to reproduce
Minimal reproduction project
No response
The text was updated successfully, but these errors were encountered: