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When using colors in the particle material of a particle either through the color, color_ramp or color_initial_ramp properties, if the color saturation (in hsv) is exactly 100, the color "corrupts" and turns into other. If the saturation is lowered to 99 the color does not corrupt anymore. This only happens with gpu particles, when you convert them to cpu particles the colors work fine.
Steps to reproduce
Create a gpu particle with a color ramp, set the fist color to pure red (FF0000) and the last color to pure orange (FF8000)
Godot version
4.0.beta16
System information
windows 10, gles 3, nvidia graphics
Issue description
When using colors in the particle material of a particle either through the color, color_ramp or color_initial_ramp properties, if the color saturation (in hsv) is exactly 100, the color "corrupts" and turns into other. If the saturation is lowered to 99 the color does not corrupt anymore. This only happens with gpu particles, when you convert them to cpu particles the colors work fine.
Steps to reproduce
Create a gpu particle with a color ramp, set the fist color to pure red (FF0000) and the last color to pure orange (FF8000)
Or just watch the attached video:
weirdcolorrampbehavior.mp4
Minimal reproduction project
WeirdColorRampBehaviorOnGles3GpuParticles.zip
WorkAround
When using colors with 100 saturation, use 99 instead. The difference is probably not humanly perceptible anyway.
Notes
I noticed this color corruption occurs whenever the HSV saturation is set to 100. if the saturation is lowered to 99 the bug doesn't occur.
A first I thought it was a color ramp problem, but it turns out that just plain colors, without variation, also present this problem.