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I'm aware that glow uses a different implementation, but it seems to be much harder to control on the mobile backend. The main issue is that by default, its effect is barely visible unless you decrease Hdr Threshold. Since the Vulkan Mobile backend uses some kind of HDR rendering, this should not be required ideally.
The second issue is that when you adjust Hdr Threshold from 0.35 to 0.34, glow will go from "not present at all" to "very strong":
Steps to reproduce
Add a MeshInstance3D and a WorldEnvironment node.
Enable Glow in WorldEnvironment.
Play around with various properties.
Switch to the Vulkan mobile backend. Notice that the glow's appearance will change noticeably – it will often be much darker than it was with the same settings in the Vulkan clustered backend.
Well more testing of me today and its still struggling a bit on lower colors. The big issue is that we do not have a high dynamic range on the mobile renderers so storing emissive colors at higher intensity doesn't work well. For your situation I think both clustered and mobile will work fine, but a night time scene where you want to get some nice glow going, it's maxing out.
I think that is just a limitation of the mobile renderer and people who target both mobile renderer and clustered renderer are just going to have to know different intensities are going to be required.
Godot version
4.0.dev (2a9dd65)
System information
Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)
Issue description
I'm aware that glow uses a different implementation, but it seems to be much harder to control on the mobile backend. The main issue is that by default, its effect is barely visible unless you decrease Hdr Threshold. Since the Vulkan Mobile backend uses some kind of HDR rendering, this should not be required ideally.
The second issue is that when you adjust Hdr Threshold from 0.35 to 0.34, glow will go from "not present at all" to "very strong":
Steps to reproduce
Minimal reproduction project
Mobile Lights_1.zip
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