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Description
Tested versions
- Reproducible in v4.5.1.stable (f62fdbd)
System information
Godot v4.5.stable unknown - Manjaro Linux #1 SMP PREEMPT_DYNAMIC Fri, 19 Sep 2025 16:09:36 +0000 on X11 - X11 display driver, Multi-window, 2 monitors - OpenGL 3 (Compatibility) - Mesa Intel(R) UHD Graphics 620 (KBL GT2) - Intel(R) Core(TM) i7-8550U CPU @ 1.80GHz (8 threads) - 15.33 GiB memory
Issue description
I have a screen reading shader in a ColorRect that I use to apply screen effects. When I loaded a scene, the screen became completely black. After investigating, I realized that the scene had a Mesh with a Material that had "Proximity Fade" enabled. Disabling it makes the shader work
compatibility.mp4
Also, this seems to be happening exclusively in the Compatibility render pipeline. It works when using Forward+ and Mobile
forward.mp4
Steps to reproduce
I already prepared the setup in the MRP. To make it fail, just run it
Things that "fix" the problem:
- Hide the object with Proximity Fade enabled and run the scene again
- Change the render pipeline to Forward+ and run the scene again
Additionally, I found this issue in a bigger project, where the issue is fixed when the scene is loaded from a menu. It still happens when trying to run the scene directly, but loading it from the level selector avoids the problem for some reason I don't understand (the node tree looks identical). I've tried to replicate that behavior in the MRP and failed :(