No matter what I try, I can't get the sky to contribute to ambient lighting in Godot 4.0:
I have tried with every type of sky (Procedural, Physical, and Panorama) and none work. In this scene, I have hidden the DirectionalLight3d to make this clearer, and the WorldEnvironment is enabled. As far as I can see, the environment resource is set up fine — all the energy values are set to 1.0, as is the sky contribution:
If I change the Ambient Light Source to a colour it will work as expected but this is undesirable for me. The sky contributed in Godot 3.4, but not in 4.0a10 and 4.0a15 (the only two alphas I have tried, which includes the latest for now) it doesn't. I am using a laptop with integrated graphics, so perhaps there is some incompatibility with the new Vulkan pipeline?
Sorry that I didn't make a sample project. It is still very simple to reproduce. Create any MeshInstance and WorldEnvironment. Create a sky for the WorldEnvironment. That's it.
I'm not posting this to complain. I want to know if others are experiencing this (after searching previous questions I couldn't find any about this), or if there is something I've missed elsewhere, or if this is just an accepted issue due to it being an alpha version.
Imgur album: https://imgur.com/a/HfXziRQ