Godot version
4.0.dev (2a9dd65)
System information
Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)
Issue description
When using the Vulkan Mobile backend, FXAA and debanding have no effect when enabled in the Project Settings. These should logically be supported, since the Vulkan Mobile backend uses HDR rendering (which allows for debanding to work). FXAA is also supported on any GLES 2.0-class hardware, which includes any hardware that supports Vulkan.
Vulkan Clustered backend

Vulkan Mobile backend

Steps to reproduce
- Add a MeshInstance3D node.
- Set Screen Space Aa to FXAA in the Project Settings. Notice how the mesh's edges appear smoothed out.
- 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.
- Notice that the mesh's edges are no longer smoothed out.
Minimal reproduction project
test_vulkan_clustered_vs_mobile_fxaa_debanding.zip
Godot version
4.0.dev (2a9dd65)
System information
Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)
Issue description
When using the Vulkan Mobile backend, FXAA and debanding have no effect when enabled in the Project Settings. These should logically be supported, since the Vulkan Mobile backend uses HDR rendering (which allows for debanding to work). FXAA is also supported on any GLES 2.0-class hardware, which includes any hardware that supports Vulkan.
Vulkan Clustered backend
Vulkan Mobile backend
Steps to reproduce
back end).Minimal reproduction project
test_vulkan_clustered_vs_mobile_fxaa_debanding.zip