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Vulkan Mobile backend: Lights don't affect primitive meshes #55892
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I can reproduce this on This only affects primitive meshes, not imported glTF scenes (level.glb.zip): Adding a new StandardMaterial3D override fixes the issue: My guess is that the fallback material is too dark in the mobile renderer. Vulkan Clustered backend fallback material: godot/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp Lines 705 to 719 in a5c14bd
Vulkan Mobile backend fallback material: godot/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp Lines 688 to 702 in a5c14bd
I can't see any difference between the shaders though. |
Note that this was not fixed by #58628. I tested the commit just before and after, and can confirm the issue is still present in both commits with the MRP linked. What's strange however is that I can't reproduce this in a brand new project… |
@lufog I see, I guess we can consider this resolved then. |
Godot version
v4.0.dev.calinou [6d58b96]
System information
Windows 11, Vulkan, Nvidia Quadro K2000 461.92
Issue description
Lights don't work on the Mobile Renderer on non-pre-alpha builds.
This is quite possibly related to the specific GPU architecture, as Kepler GPUs are known to have plenty of issues with DX12 and Vulkan.
I don't have access to different GPU architectures that support Vulkan so I cannot test the theory out.
Do note - Changing shading of the mesh to Lambert and things like that don't fix the lack of lights.
Steps to reproduce
Create a Mesh and try to apply Lights to it.
Minimal reproduction project
Bug.zip
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