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Vulkan: Depth prepass does not respect cull mode #50124
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@GiantBlargg Can you reproduce this in 3.3.2? |
@Calinou No. This issue is not present in 3.3.2 |
The cause seems to be that the shadow material is used for depth pre-pass. In many cases the shadow material is set to the default material which is backface culled. godot/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp Lines 2467 to 2481 in 5c3055e
godot/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp Line 2498 in 5c3055e
godot/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp Lines 342 to 345 in 5c3055e
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Godot version
4.0.dev (c1320aa)
System information
Arch Linux, Vulkan, AMD RX 5500 XT (mesa 21.1.3)
Issue description
The depth pre pass always seems to render with backface culling, instead of the culling mode set by the shader. This is visually obvious with frontface culling, but it probably has performance impacts for disabled culling as well.
Expected (3.3.2):
Steps to reproduce
Create an opaque material with Cull Mode set to "Front"
Minimal reproduction project
Culling.zip
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