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Create a mesh and assign a Standard Material to it and set transparency to alpha, set Albedo's alpha to 0 and enable refraction.
Then enable Use Physical Light Units in the project settings.
This is likely because the screen texture is being generated, but it's way too dark as a result of not accounting for physical light units. Try using RenderDoc to check for this.
Godot version
4.0.beta8
System information
Windows 10, GTX 980 Ti, Vulkan Forward+
Issue description
Before enabling Physical Light Units:
After enabling Physical Light Units:
Steps to reproduce
Create a mesh and assign a Standard Material to it and set transparency to alpha, set Albedo's alpha to 0 and enable refraction.
Then enable
Use Physical Light Units
in the project settings.Minimal reproduction project
refraction_real_light_units_bug.zip
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