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LightmapGI does not take transparency into account when baking shadows. #77590

@EzraT

Description

@EzraT

Godot version

v4.0.3.stable - v4.3.dev3

System information

Godot v4.3.dev3 - Fedora Linux 39 (KDE Plasma) - Wayland - Vulkan (Forward+) - dedicated AMD Radeon RX 580 Series (RADV POLARIS10) () - Intel(R) Core(TM) i7-3770K CPU @ 3.50GHz (8 Threads)

Issue description

As the title says, LightmapGI bakes shadows for objects with transparent materials as if they are 100% opaque.
I tried baking with every transparency mode possible, Alpha, Scissor, Hashed, Depth Prepass, none of it makes a difference.
This worked fine in Godot 3, so there is definitely a bug here.

Godot 3:
image

Godot 4:
image

Steps to reproduce

  1. Download the included MRP's, both Godot 3 and Godot 4 versions are provided.
  2. Load up the projects and compare results.

Minimal reproduction project

mrps.zip

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