diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml index 90d774058b8..c61cd0a3613 100644 --- a/doc/classes/Environment.xml +++ b/doc/classes/Environment.xml @@ -354,16 +354,17 @@ Use the [Sky] for reflections regardless of what the background is. - Linear tonemapper operator. Reads the linear data and passes it on unmodified. + Linear tonemapper operator. Reads the linear data and passes it on unmodified. This can cause bright lighting to look blown out, with noticeable clipping in the output colors. - Reinhardt tonemapper operator. Performs a variation on rendered pixels' colors by this formula: [code]color = color / (1 + color)[/code]. + Reinhardt tonemapper operator. Performs a variation on rendered pixels' colors by this formula: [code]color = color / (1 + color)[/code]. This avoids clipping bright highlights, but the resulting image can look a bit dull. - Filmic tonemapper operator. + Filmic tonemapper operator. This avoids clipping bright highlights, with a resulting image that usually looks more vivid than [constant TONE_MAPPER_REINHARDT]. - Academy Color Encoding System tonemapper operator. + Use the Academy Color Encoding System tonemapper. ACES is slightly more expensive than other options, but it handles bright lighting in a more realistic fashion by desaturating it as it becomes brighter. ACES typically has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] and [constant TONE_MAPPER_FILMIC]. + [b]Note:[/b] This tonemapping operator is called "ACES Fitted" in Godot 3.x. Additive glow blending mode. Mostly used for particles, glows (bloom), lens flare, bright sources. diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index f1a15a08dd9..9f7c23f2507 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -4158,16 +4158,17 @@ Mixes the glow with the underlying color to avoid increasing brightness as much while still maintaining a glow effect. - Output color as they came in. + Output color as they came in. This can cause bright lighting to look blown out, with noticeable clipping in the output colors. - Use the Reinhard tonemapper. + Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors by this formula: [code]color = color / (1 + color)[/code]. This avoids clipping bright highlights, but the resulting image can look a bit dull. - Use the filmic tonemapper. + Use the filmic tonemapper. This avoids clipping bright highlights, with a resulting image that usually looks more vivid than [constant ENV_TONE_MAPPER_REINHARD]. - Use the ACES tonemapper. + Use the Academy Color Encoding System tonemapper. ACES is slightly more expensive than other options, but it handles bright lighting in a more realistic fashion by desaturating it as it becomes brighter. ACES typically has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC]. + [b]Note:[/b] This tonemapping operator is called "ACES Fitted" in Godot 3.x. Lowest quality of roughness filter for screen-space reflections. Rough materials will not have blurrier screen-space reflections compared to smooth (non-rough) materials. This is the fastest option.