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Description
Tested versions
- Reproducible in 4.5.1.stable
System information
Godot v4.5.1.stable (f62fdbd) - Windows 11 (build 26200) - Multi-window, 1 monitor - Direct3D 12 (Forward+) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 32.0.15.8157) - Intel(R) Core(TM) i5-10400F CPU @ 2.90GHz (12 threads) - 23.92 GiB memory
Issue description
As the title states, trying to use Ultra Soft Shadow Filter Quality on Directional Shadows is impossible with D3D12 on Windows. Attempting to do so with either the project settings or at runtime through GDScript results in the following error:
patch_specialization_constant: Condition "int_value & (1 << 31)" is true. Returning: 0
<C++ Source> drivers/d3d12/rendering_shader_container_d3d12.cpp:106 @ patch_specialization_constant()
Steps to reproduce
- Set
rendering/rendering_device/driver.windowstod3d12in Project Settings. - Restart editor for the setting to apply.
- Set
rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_qualitytoSoft Ultrain Project Settings or useRenderingServer.directional_soft_shadow_filter_set_quality(RenderingServer.SHADOW_QUALITY_SOFT_ULTRA)at runtime.
Minimal reproduction project (MRP)
N/A