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Opaque Pre-Pass Problem with GLES3 #37233

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Saaamoth opened this issue Mar 22, 2020 · 2 comments
Closed

Opaque Pre-Pass Problem with GLES3 #37233

Saaamoth opened this issue Mar 22, 2020 · 2 comments

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@Saaamoth
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Godot version: 3.2.1

OS/device including version: Windows 10 / AMD Radeon R9 380 (Driver 20.3.1)

Issue description:
When using GLES3, in the SpatialMaterial parameters, setting the Depth Draw Mode to "Opaque Pre-Pass" while using alpha scissors results in alpha transparency problems :

  • alpha cuts more than it should
  • that alpha cut is stronger when moving the camera away from the object
  • putting an object behind the alpha-cut surface sometimes helps, but not every time

Note : GLES2 gives normal results in Godot 3.2.1. I launched the scene with Godot 3.1 and all is normal both in GLES2 & 3

To illustrate that behaviour, left plane is "Opaque On" and right one is "Opaque Pre-Pass"
Bug01

Here with an opaque background object
Bug03

Steps to reproduce:

  • Get an albedo map with an alpha channel
  • Create a SpatialMaterial, in the parameters, use "Opaque Pre-Pass" and "Use Alpha Scissors"

Minimal reproduction project:

GodotOpaquePrePassProblem.zip

@clayjohn
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Duplicate of #36669

Please search existing issues before opening a new one! But thanks for the detailed report. It is still appreciated. :)

@Saaamoth
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Oops, my bad !

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