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Description
Tested versions
Occurring in v4.4.stable.mono.official [4c311cb] when using d3d12. Does not occur on the same version when using Vulkan.
System information
Godot v4.4.stable.mono - Windows 11 (build 26100) - Multi-window, 2 monitors - Direct3D 12 (Forward+) - dedicated AMD Radeon RX 7800 XT (Advanced Micro Devices, Inc.; 32.0.12033.1030) - AMD Ryzen 5 7600X 6-Core Processor (12 threads)
Issue description
Enabling shadows on a SpotLight3D node in a scene removes shadows from OmniLight3D nodes in the scene. The shadows break both in-editor and in-game. Moving the OmniLight3D in editor causes the shadows to reappear until the SpotLight3D is moved again but they do not appear in-game.
Steps to reproduce
- Switch rendering device to d3d12
- Create new 3D scene
- Add two MeshInstance3Ds, one to cast a shadow and the other to receive a shadow (ex: a box and a plane)
- Add an OmniLight3D with shadows enabled. Position it somewhere where it casts visible shadows
- Add a SpotLight3D anywhere in the scene
- Enable shadows on the SpotLight3D. The shadows from the OmniLight3D disappear.
- Move the OmniLight3D. The shadows reappear.
- Move the SpotLight3D or run the game. The shadows disappear again.
Minimal reproduction project (MRP)
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Activity
AThousandShips commentedon Apr 15, 2025
Can you try using 4.4.1? Or 4.5.dev2
2walker2 commentedon Apr 22, 2025
Apologies for the delay, I was moving. The issue occurs identically in both of those versions.