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
For performance reasons the compatibility renderer does shadow calculations in the vertex shader. Therefore the LIGHT_VERTEX value isn't available when they are being calculated.
I guess to support LIGHT_VERTEX in the compatibility renderer, we need to have a slow fallback for when LIGHT_VERTEX is used
Tested versions
System information
Godot v4.3.stable - Fedora Linux 41 (Workstation Edition) - Wayland - GLES3 (Compatibility) - NVIDIA GeForce RTX 3060 Ti (nvidia; 565.77) - Intel(R) Core(TM) i7-10700F CPU @ 2.90GHz (16 Threads)
Issue description
Shadows seem to ignore
LIGHT_VERTEX
in the Compatibility renderer.These screenshots and the MRP change
LIGHT_VERTEX
to create a 4x4 grid on a plane.Shader code:
Steps to reproduce
Minimal reproduction project (MRP)
light_vertex_mrp.zip
The text was updated successfully, but these errors were encountered: