Closed
Description
Godot version
v4.0.beta2.official
System information
Arch Linux, Monado(XRT) 'v21.0.0-2508-gb5b832f61', Lenovo Explorer, KDE 5.25.5, NVIDIA GeForce GTX 1060 6GB, NVIDIA Driver 515.76 Kernel 5.19.12-zen1-1-zen
Issue description
Enabling SSR or SSS with TAA and XR enabled results in all geometry appearing completely black, including objects with SSS disabled. I suspect there may be other features that trigger this.
These errors appear in the console when this occurs:
ERROR: Invalid color pass flag combination 14
at: _render_list (servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp:526)
ERROR: Invalid color pass flag combination 13
at: _render_list (servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp:526)
This issue is not a duplicate of #65864, I couldn't replicate their issue and SSR, SSS, and TAA are not used in their test project.
Steps to reproduce
- Enable TAA.
- Add enable SSR or subsurface surface scattering on an object in view.
- Start the project with XR enabled with an XR device connected.