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WebGPURenderer: Weird DirectionalLight Behavior Between WebGLRenderer and WebGPU Renderer #28642

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@cmhhelgeson

Description

@cmhhelgeson

Description

Working from code in pull request #28593, directional lighting behavior is strange when switching from WebGLRenderer to WebGPURenderer.

WebGLRenderer:

WebGL Array Camera

WebGPURenderer (behavior the same whether forceWebGL is enabled or not)
WebGPU Array Camera

WebGPURenderer when switching lighting in webgl_camera_array.html sample from 4 to 50

WebGPU Zoom Array Camera

It seems like the shadow written to the depth buffer in a previous pass is somehow being applied to the mesh's color output.

Reproduction steps

  1. Work from branch in pull request WebGPURenderer: Fix ArrayCamera viewports #28593 which fixes array camera viewport sizing.
  2. Go to Three.js example webgl_camera_array.html.
  3. Import WebGPURenderer from 'three/addons/renderers/webgpu/WebGPURenderer.js';
  4. Go to line 87 of Three.js example webgl_camera_array.html. Switch new THREE.WebGLRenderer to new WebGPURenderer or new WebGPURenderer( { forceWebGL: true})

Code

renderer = new WebGPURenderer();

Live example

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Version

r166

Device

Desktop

Browser

Chrome

OS

Windows

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