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Whenever a shader that reads from hint_screen_texture is blurred with a textureLod in the Vulkan Mobile renderer an artifact appears in the upper part of the image. Using SCREEN_UV or UV does not affect the outcome. This does not happen with regular textures blurred with textureLod that use any of the two UV methods described above.
On the mobile renderer you can clearly see the artifact:
This issue disappears once I switch to the Forward+ renderer:
Steps to reproduce
Create a new project with the Mobile renderer and then create a spatial shader that contains the following lines:
Tested versions
System information
Godot v4.2.2.stable - Windows 10.0.22631 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 4070 (NVIDIA; 31.0.15.5222) - AMD Ryzen 9 7900X 12-Core Processor (24 Threads)
Issue description
Whenever a shader that reads from
hint_screen_texture
is blurred with atextureLod
in the Vulkan Mobile renderer an artifact appears in the upper part of the image. UsingSCREEN_UV
orUV
does not affect the outcome. This does not happen with regular textures blurred withtextureLod
that use any of the twoUV
methods described above.On the mobile renderer you can clearly see the artifact:
This issue disappears once I switch to the Forward+ renderer:
Steps to reproduce
Create a new project with the Mobile renderer and then create a spatial shader that contains the following lines:
And then apply it to a
ShaderMaterial
.Minimal reproduction project (MRP)
MRP.zip
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