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Reproducible in Godot 4.2 and above using the mobile renderer. NOT present in 4.1
System information
Windows 10, mobile renderer, Godot 4.2.1
Issue description
When a distortion shader is applied to a plane that uses a varying UV offset to create the distorted effect, a triangular patch of "roughness" appears in the portion opposite the camera. This problem was not present in Godot 4.1x.
Yeah it definitely looks that way... It looks even more similar to the other one you linked (#88585).
It shows up on my intel i7-6700k GTX1070, as well as on my honor 50, as well as an honor 90 phone.
Would be really sus if it was a device issue.
Tested versions
Reproducible in Godot 4.2 and above using the mobile renderer. NOT present in 4.1
System information
Windows 10, mobile renderer, Godot 4.2.1
Issue description
When a distortion shader is applied to a plane that uses a varying UV offset to create the distorted effect, a triangular patch of "roughness" appears in the portion opposite the camera. This problem was not present in Godot 4.1x.
Video of the issue can be seen here:
https://www.reddit.com/r/godot/comments/1c5sd1z/day_2_of_seeking_help_with_shader_bugged_by_42/
Image from the MRP, undesirable area circled red:
Steps to reproduce
shader_type spatial;
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, repeat_disable;
uniform float refraction_strength = 0.05;
uniform sampler2D refraction_noise;
void vertex() {
}
void fragment() {
vec2 offset = texture(refraction_noise, UV).rg;
offset = 2. * offset - 1.;
offset *= refraction_strength;
vec2 ouv = SCREEN_UV + offset;
ALBEDO = texture(SCREEN_TEXTURE, ouv).rgb;
}
Minimal reproduction project (MRP)
Bugfinding.zip
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