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Enabling shadows on SpotLight3D breaks OmniLight3D shadows when using d3d12 #105395

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@2walker2

Description

@2walker2

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.

Image

Image

Steps to reproduce

  1. Switch rendering device to d3d12
  2. Create new 3D scene
  3. Add two MeshInstance3Ds, one to cast a shadow and the other to receive a shadow (ex: a box and a plane)
  4. Add an OmniLight3D with shadows enabled. Position it somewhere where it casts visible shadows
  5. Add a SpotLight3D anywhere in the scene
  6. Enable shadows on the SpotLight3D. The shadows from the OmniLight3D disappear.
  7. Move the OmniLight3D. The shadows reappear.
  8. Move the SpotLight3D or run the game. The shadows disappear again.

Minimal reproduction project (MRP)

spot-light-issue.zip

Activity

AThousandShips

AThousandShips commented on Apr 15, 2025

@AThousandShips
Member

Can you try using 4.4.1? Or 4.5.dev2

2walker2

2walker2 commented on Apr 22, 2025

@2walker2
Author

Apologies for the delay, I was moving. The issue occurs identically in both of those versions.

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      Enabling shadows on SpotLight3D breaks OmniLight3D shadows when using d3d12 · Issue #105395 · godotengine/godot