You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
4.0.alpha14 (could be reproduced as early as 4.0.alpha5, but not in 4.0.alpha4)
System information
Fedora 36, GeForce GTX 1080 (NVIDIA 515.57)
Issue description
There is a very subtle effect on alpha hash materials (most noticeably with the Clip blend mode), but alpha scissor materials don't seem to be affected in any way.
This can be reproduced only with the Vulkan Clustered backend. When using Vulkan Mobile, alpha antialiasing works regardless of the MSAA level chosen (although it'll look slightly different depending on MSAA level). Note that alpha-to-coverage isn't expected to work with the OpenGL renderer, as GLES 3.0 doesn't feature an API to enable it.
It's also interesting to note that even when using Vulkan Clustered, alpha-to-coverage seems to have an effect in the 3D material preview in the inspector.
I remember alpha-to-coverage working in Vulkan Clustered back when #40364 was just merged.
I am still on vacation and dont have access to a gpu right now. Can't think of any reason why my PR would have broken MSAA, so I will have to to investigate more once I am back home.
Just to clarify, this bug only occurs on vulkan clustered outside the editor?
Yeah, after looking at the screenshots on my phone I can confirm that while MSAA is successfully applied to the geometry edges alpha to coverage (aa on the surface) is obbiously not working. Will need to look into that more when I am on a proper PC.
For future reference AtoC was implemented here: 40364
Related to #64500.
Godot version
4.0.alpha14 (could be reproduced as early as 4.0.alpha5, but not in 4.0.alpha4)
System information
Fedora 36, GeForce GTX 1080 (NVIDIA 515.57)
Issue description
There is a very subtle effect on alpha hash materials (most noticeably with the Clip blend mode), but alpha scissor materials don't seem to be affected in any way.
This can be reproduced only with the Vulkan Clustered backend. When using Vulkan Mobile, alpha antialiasing works regardless of the MSAA level chosen (although it'll look slightly different depending on MSAA level). Note that alpha-to-coverage isn't expected to work with the OpenGL renderer, as GLES 3.0 doesn't feature an API to enable it.
It's also interesting to note that even when using Vulkan Clustered, alpha-to-coverage seems to have an effect in the 3D material preview in the inspector.
I remember alpha-to-coverage working in Vulkan Clustered back when #40364 was just merged.
cc @marstaik
The images below have been scaled 200% with nearest-neighbor filtering for easier comparison. Click to view at full size.
Steps to reproduce
Minimal reproduction project
test_alpha_to_coverage.zip
The text was updated successfully, but these errors were encountered: