Skip to content

Vulkan: Non-directional lights with size > 0 shining on material with zero roughness results in broken specular lobes #65497

@atirutw

Description

@atirutw

Related to #68464.

Godot version

v4.0.alpha16.official [86dd3f3]

System information

Arch Linux, Vulkan Clustered, Nvidia 1660(Nvidia open driver 515.65.01-11)

Issue description

Screenshot_20220908_025531

Note: issue is more visible when the camera is close to the specular lobes.

Steps to reproduce

  1. Add a mesh and assign it a material with zero roughness. Currently only tested with a sphere.
  2. Add an omnilight with size > 0 and shine it on the mesh

Minimal reproduction project

Lighting problem.zip

Metadata

Metadata

Assignees

No one assigned

    Type

    No type
    No fields configured for issues without a type.

    Projects

    No projects

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions