Comments (4)
Still no clue whats causing this, but was able to reproduce this without needing XR hardware:
StereoFogOmniBug.zip
from godot.
This took a lot of puzzling but I found it:
For sky we are using uniform location 4 and optionally 5 for respectively out directional light buffer and our multiview buffer.
In our scene shader we've reserved uniform location 4: SCENE_EMPTY, // Unused, put here to avoid conflicts with SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION.
But uniform location 5 is our omni light buffer.
Ergo, in multiview we're using the wrong buffer
from godot.
opened the project on my end using 4.2, it was still green, checked again on 4.3, it was blue. downgraded to 4.1, it was green.
how has this never been brought up in detail?? this is such a blatant visual error. wouldn't almost every quest3 dev run into this??
i noticed it doesnt cause a change on a albedo color of (0,0,255) like the grass, but when using a value of (255, 255, 0) it darkens the color?? what operation can cause this?? some kind of averaging?
back to 4.3
which seems to be different from yours, where it makes it glow.
also worthwhile noting that the grass still isnt affected
weirdly enough ive noticed something.
so apparently, the bug acts completely different depending if shadows are enabled, it seems to be an "additive" force only to anything with a blue hue. affects end result of albedo
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@Fire551 basically it was just getting junk data for Omni lights, using multiview data from the sky shader instead. So the output will be very unpredictable but definitely completely wrong.
I'm pretty sure this bug goes all the way back to Godot 4.0.
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