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Using multiple directional lights with shadows seem to break shaders in certain circumstances. The arrow mesh shader shown here uses an additive blend mode that has its alpha set to 0 when it is behind the root node. This works when:
Either light is hidden,
The player mesh is hidden.
But when both lights and the player mesh are visible, the arrow shader stops working. The cause of this seems to be very unreliable, and seems to affects shaders with additive blending in my project.
Godot_v4.5-stable_win64_B7F1X9i0nX.mp4
Steps to reproduce
Use multiple directional lights with shadows enabled
Have meshes that use additive blend mode
There might be some more niche conditions for this, but I was able to replicate the issue in the MRP below.
Tested versions
v4.5.stable.custom_build [575dda8]
System information
Godot v4.5.stable (575dda8) - Windows 11 (build 26100) - Multi-window, 2 monitors - OpenGL 3 (Compatibility) - NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 32.0.15.6603) - Intel(R) Core(TM) i7-10700F CPU @ 2.90GHz (16 threads) - 31.93 GiB memory
Issue description
Using multiple directional lights with shadows seem to break shaders in certain circumstances. The arrow mesh shader shown here uses an additive blend mode that has its alpha set to 0 when it is behind the root node. This works when:
But when both lights and the player mesh are visible, the arrow shader stops working. The cause of this seems to be very unreliable, and seems to affects shaders with additive blending in my project.
Godot_v4.5-stable_win64_B7F1X9i0nX.mp4
Steps to reproduce
There might be some more niche conditions for this, but I was able to replicate the issue in the MRP below.
Minimal reproduction project (MRP)
directional_light_culling_2025-10-30_14-27-53.zip