Godot version
4.0.dev (2a9dd65)
System information
Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)
Issue description
I'm aware that glow uses a different implementation, but it seems to be much harder to control on the mobile backend. The main issue is that by default, its effect is barely visible unless you decrease Hdr Threshold. Since the Vulkan Mobile backend uses some kind of HDR rendering, this should not be required ideally.
The second issue is that when you adjust Hdr Threshold from 0.35 to 0.34, glow will go from "not present at all" to "very strong":


Steps to reproduce
- Add a MeshInstance3D and a WorldEnvironment node.
- Enable Glow in WorldEnvironment.
- Play around with various properties.
- Switch to the Vulkan mobile backend. Notice that the glow's appearance will change noticeably – it will often be much darker than it was with the same settings in the Vulkan clustered backend.
Minimal reproduction project
Mobile Lights_1.zip
Godot version
4.0.dev (2a9dd65)
System information
Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)
Issue description
I'm aware that glow uses a different implementation, but it seems to be much harder to control on the mobile backend. The main issue is that by default, its effect is barely visible unless you decrease Hdr Threshold. Since the Vulkan Mobile backend uses some kind of HDR rendering, this should not be required ideally.
The second issue is that when you adjust Hdr Threshold from 0.35 to 0.34, glow will go from "not present at all" to "very strong":
Steps to reproduce
Minimal reproduction project
Mobile Lights_1.zip