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LightmapGI baking in Forward Mobile makes environment light twice as dark as it should be.
This means that the visual outcome of lightmap baking is different, even if you view the lightmaps in the same rendering method:
Environment baking in Mobile was added in #85793. I assume it's missing the 2.0 exposure multiplier that we use elsewhere, e.g. for real-time sky reflections: #55878
Bake lightmaps in Forward+. Run the scene and look at the results.
Switch to the Mobile rendering method. Restart the editor and bake lightmaps.
Switch to the Forward+ rendering method. Run the scene without baking lightmaps and look at the results. Notice how the scene now looks darker overall, particularly in areas that only receive baked environment lighting.
Tested versions
System information
Godot v4.3.beta (92c8e87) - Fedora Linux 40 (KDE Plasma) - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (nvidia; 555.58.02) - 13th Gen Intel(R) Core(TM) i9-13900K (32 Threads)
Issue description
LightmapGI baking in Forward Mobile makes environment light twice as dark as it should be.
This means that the visual outcome of lightmap baking is different, even if you view the lightmaps in the same rendering method:
Environment baking in Mobile was added in #85793. I assume it's missing the
2.0
exposure multiplier that we use elsewhere, e.g. for real-time sky reflections: #55878cc @Lasuch69
Steps to reproduce
Minimal reproduction project (MRP)
test_lightmapper_rendering_methods.zip
Footnotes
Glowing material emission is missing due to https://github.com/godotengine/godot/issues/94406. ↩
This uses Forward+ for baking on desktop platforms, Mobile on mobile platforms if I'm not mistaken. ↩
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