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Enabling Proximity Fade/Distance Fade in shader will make the light went through #69329

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Intervel opened this issue Nov 29, 2022 · 2 comments
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@Intervel
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Godot version

4.0 beta 6

System information

Windows 11

Issue description

is this supposed to happen or is this a bug?
i set the tunnel to cull_disabled.

also, spotlight not working at all

check this videos for better explanation :

https://streamable.com/4ygq1c
https://streamable.com/ou6w8p
https://streamable.com/4ur3i2

Steps to reproduce

check the videos

Minimal reproduction project

none

@Chaosus Chaosus added this to the 4.0 milestone Nov 29, 2022
@Calinou
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Calinou commented Nov 29, 2022

This is expected, as enabling Proximity Fade or Distance Fade will make the object go through the transparent pipeline, which disables shadow casting for the object.

To resolve this, use the Pixel Dither or Object Dither transparency mode for Distance Fade. Proximity Fade doesn't have a dithering mode yet, but this can be done via a custom shader (and could be added to core eventually).

Regarding the SpotLight3D issue, please upload a minimal reproduction project to make this easier to troubleshoot. Also, which graphics card model are you using?

@Calinou Calinou added discussion and removed bug labels Nov 29, 2022
@Intervel
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@Calinou hello my friend, sorry for not including the project. here is my project. im using the new physical light units not the vanilla ones.

https://www.dropbox.com/scl/fo/4i2vmoywoqas264z2pn27/h?dl=0&rlkey=itabgvtkti5v5oc0s5gihqyd1

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