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WorldEnvironment Auto Exposure only works if framebuffer allocation is set to 3D, not 3D Without Effects #55975
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I think you have to set Although the flickering will possibly be gone, the auto exposure still won't work as expected I think. Could you try if #55983 works for you? You can try the export template in my own build in case it's not ready here: https://github.com/timothyqiu/godot/actions/runs/1586478548 |
The problem was discussed in private with "timothyqiu". The problem is that the default value of "framebuffer_allocation.mobile" is 3D Without Effects. This option does not support auto exposure post-processing. Replace it with 3D to solve the problem. |
相关问题可查看#27439 |
Reopening, as we need to amend the documentation to mention this. Does this mean the following line in the class reference is incorrect? godot/doc/classes/Environment.xml Line 12 in 62b181a
Could someone test all 4 of those effects with the 3D Without Effects framebuffer allocation (preferably on mobile)? |
i will try it |
After my test, only ss_reflections and ssao are invalid under 3D Without Effects on PC. I guess it’s the same on Android |
I tried to create a pull request to fix the errors on the document, you can take a look at it. (The first time I created a pull request, there may be some errors) #56034 |
Godot version
v3.4.stable.official.206ba70f4
System information
Android, huawei mate10 ,GLES3
Issue description
When I export a game that includes auto exposure post-processing to the android platform, the game screen will flicker. I think it is caused by auto exposure not supporting the android platform. I am using GLES3
Steps to reproduce
Use gles3 and auto exposure in any project to reproduce the problem
Minimal reproduction project
No response
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