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.