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Stencil X-Ray inconsistencies using mobile and compatibility renderers #107935

@t-mw

Description

@t-mw

Tested versions

  • Reproducible in v4.5.beta.mono.custom_build [88b9932]

System information

Godot v4.5.beta.mono (88b9932) - macOS Sonoma (14.7.3) - Multi-window, 1 monitor - Vulkan (Mobile) - dedicated AMD Radeon Pro 5500M - Intel(R) Core(TM) i9-9980HK CPU @ 2.40GHz (16 threads) - 32.00 GiB memory

Issue description

Forward+ renderer:
Image

Mobile renderer:
Image

Compatibility renderer:
Image

X-rays are not rendered in some cases using the mobile and compatibility renderers on an Intel Mac. In the screenshots above the two capsules are in the background, and the three boxes are in the foreground.

The materials are as follows:

  • left capsule: standard material with stencil x-ray option enabled + custom color
  • right capsule: the above material converted to a shader material, by first converting the next pass material to a shader material, then re-assigning it after converting the main material to a shader material.
  • top box: no material override
  • middle box: standard material converted to a shader material
  • bottom box: standard material

All materials are set as surface overrides. The screenshots are from an Intel Mac and I'm not able to compare it to other machines at the moment, but the project is attached.

Steps to reproduce

Open and run the attached project

Minimal reproduction project (MRP)

xray-test.zip

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