godot: Vulkan: SSR still broken
Note: This issue has been confirmed several times already. No need to confirm it further.
Godot version
v4.0.dev.custom_build [5c3055e0f]
System information
Win 10 / 1080 Ti (466.47)
Issue description
SSR still broken, even after #50144 was merged. Clearing shader cache also didn’t fixed it.
https://user-images.githubusercontent.com/2698825/124380982-c44eca80-dcc8-11eb-9413-5803774c5d21.mp4
Error:
ERROR: Attempted to use an unused shader variant (shader is null),
at: (.\servers/rendering/renderer_rd/pipeline_cache_rd.h:72)
ERROR: This render pipeline requires (0) bytes of push constant data, supplied: (16)
at: (drivers\vulkan\rendering_device_vulkan.cpp:6805)
ERROR: No render pipeline was set before attempting to draw.
at: (drivers\vulkan\rendering_device_vulkan.cpp:6822)
Steps to reproduce
- Open the MRP
- Enable SS Reflections in WorldEnvironment
Minimal reproduction project
About this issue
- Original URL
- State: closed
- Created 3 years ago
- Reactions: 5
- Comments: 17 (9 by maintainers)
Not that I know of, although increasing the material roughness, decreasing SSR Max Steps or increasing SSR Fade Out will make it less noticeable. (You don’t want Max Steps to be too high for performance reasons anyway. Typically, it should be kept lower than 128.)
Increasing Depth Tolerance can also help fill the gaps, but it will result in less correct reflections when an object is floating in front of a reflective surface. From my testing on
3.x
, values between 0.5 and 1.0 can work well.