Comments (2)
Screen space reflections fail to show up on objects in the Transparent pipeline where ALPHA = 1; and blending is done via reading from the screen texture instead.
As mentioned on the contributors chat, it's a known limitation that SSR can't show up on transparent materials. Are you referring to SSR not showing up on opaque materials that are located behind screen-reading shaders?
I suggest uploading a MRP to make reproduction (and therefore fixing) easier.
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As mentioned on the contributors chat, it's a known limitation that SSR can't show up on transparent materials. Are you referring to SSR not showing up on opaque materials that are located behind screen-reading shaders?
Yup, SSR doesnt show on opaque materials (The 2nd).
I suggest uploading a MRP to make reproduction (and therefore fixing) easier.
Currently experiencing an issue with godot getting random SIGSEGVs on my own game, i'll get back to you on that.
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