Tested versions
- Reproducible in 4.5 dev 5
- Reproducible in 4.4.1 stable
System information
Void #1 SMP PREEMPT_DYNAMIC Sun May 11 04:22:51 UTC 2025 on X11 - X11 display driver, Multi-window, 1 monitor - OpenGL 3 (Compatibility) - NVIDIA GeForce GTX 970 (nvidia; 570.144) - Intel(R) Core(TM) i5-7600K CPU @ 3.80GHz (4 threads)
Issue description
Using the depth texture as the albedo on an unshaded object in Forward+ or Compatibility results in the object essentially being invisible:

Only in Compatibility if you enable glow in the environment, the applied texture becomes very dark:

From testing it seems like the texture is almost exactly 4x darker after enabling glow.
Steps to reproduce
- Make project using Compatibility
- Apply the following shader to an object:
shader_type spatial;
render_mode unshaded;
uniform sampler2D screen_texture : hint_screen_texture;
void fragment() {
ALBEDO = (texture(screen_texture, SCREEN_UV).rgb);
//ALBEDO *= 4.0;
}
Minimal reproduction project (MRP)
N/A
Tested versions
System information
Void #1 SMP PREEMPT_DYNAMIC Sun May 11 04:22:51 UTC 2025 on X11 - X11 display driver, Multi-window, 1 monitor - OpenGL 3 (Compatibility) - NVIDIA GeForce GTX 970 (nvidia; 570.144) - Intel(R) Core(TM) i5-7600K CPU @ 3.80GHz (4 threads)
Issue description
Using the depth texture as the albedo on an unshaded object in Forward+ or Compatibility results in the object essentially being invisible:
Only in Compatibility if you enable glow in the environment, the applied texture becomes very dark:
From testing it seems like the texture is almost exactly 4x darker after enabling glow.
Steps to reproduce
Minimal reproduction project (MRP)
N/A