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Vulkan Mobile: multiple omni lights 3d render incorrectly #70280

@fracteed

Description

@fracteed

Godot version

4.0 beta 8

System information

Windows 10 960m

Issue description

When using multiple omni 3d lights in a scene, surfaces are incorrectly shaded.

2 omni lights seem to be ok, but when a 3rd is added problems arise, and adding more than that just makes it worse.

Vulkan forward renderer is fine, so this exists in Vulkan mobile. I was getting a crash with opengl, so couldn't test it.

In the following video you can see with 3 lights, as I move the camera the cube surface shading changes. When the 4th omni is added and moved, each cube has strongly contrasted shading that shifts with the light.

mobile_omnis.mp4

Steps to reproduce

  • add multiple cubes that butt against each other
  • add 4 omni lights
  • move around the 4th light and note the shading

Minimal reproduction project

mobile_omni.zip

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