Godot version
4.0.dev (2a9dd65)
System information
Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)
Issue description
If a DirectionalLight3D with shadows enabled is visible, LightmapGI won't be sampled during rendering. This means the scene will not receive lighting from the lightmap (but it will still ignore environment lighting).
Vulkan Clustered backend

Vulkan Mobile backend

Edit: I've found that this is linked to directional light shadows.
DirectionalLight3D hidden

DirectionalLight3D without shadows visible

DirectionalLight3D with shadows visible

Steps to reproduce
- Import a glTF scene. Set the light bake mode to Static Lightmaps in the Import dock and click Reimport.
- Add a LightmapGI node.
- Bake lightmaps.
- Switch to Vulkan Mobile backend in the project settings (search for
back end).
- Note: The MRP linked below already uses the Vulkan Mobile backend by default.
- Restart the editor. Notice lightmaps no longer contribute to the static objects' lighting.
Minimal reproduction project
test_vulkan_clustered_vs_mobile.zip
Godot version
4.0.dev (2a9dd65)
System information
Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)
Issue description
If a DirectionalLight3D with shadows enabled is visible, LightmapGI won't be sampled during rendering. This means the scene will not receive lighting from the lightmap (but it will still ignore environment lighting).
Vulkan Clustered backend
Vulkan Mobile backend
Edit: I've found that this is linked to directional light shadows.
DirectionalLight3D hidden
DirectionalLight3D without shadows visible
DirectionalLight3D with shadows visible
Steps to reproduce
back end).Minimal reproduction project
test_vulkan_clustered_vs_mobile.zip