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Vulkan Mobile: LightmapGI sampling is not disabled on lights with Static bake mode, causing double lighting to appear #85145

@Calinou

Description

@Calinou

Godot version

4.2.beta1 (first version to be able to sample lightmaps correctly with Mobile), 4.2.rc1

System information

Fedora 38, GeForce RTX 4090 (NVIDIA 535.129.03)

Issue description

LightmapGI sampling is not disabled on lightmapped meshes with Static bake mode, causing double lighting to appear:

Forward+ Mobile
Screenshot_20231120_175447 Screenshot_20231120_175831

The dynamic object rendering issue is tracked in #84846.

Steps to reproduce

  • Create meshes with Static bake mode that have UV2 (you can use Add UV2 in PrimitiveMesh for this).
  • Add some lights, enable shadows on them and set their bake mode to Static.
  • Bake lightmaps and look at the scene's appearance.
  • Switch to the Mobile rendering method and compare visuals.

Minimal reproduction project

test_lightmapgi_mobile.zip

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