Merge pull request #59411 from Calinou/doc-tonemap
Improve documentation for tonemapping operators
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7d999b7507
2 changed files with 10 additions and 8 deletions
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@ -377,16 +377,17 @@
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Use the [Sky] for reflections regardless of what the background is.
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</constant>
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<constant name="TONE_MAPPER_LINEAR" value="0" enum="ToneMapper">
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Linear tonemapper operator. Reads the linear data and passes it on unmodified.
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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.
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</constant>
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<constant name="TONE_MAPPER_REINHARDT" value="1" enum="ToneMapper">
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Reinhardt tonemapper operator. Performs a variation on rendered pixels' colors by this formula: [code]color = color / (1 + color)[/code].
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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.
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</constant>
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<constant name="TONE_MAPPER_FILMIC" value="2" enum="ToneMapper">
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Filmic tonemapper operator.
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Filmic tonemapper operator. This avoids clipping bright highlights, with a resulting image that usually looks more vivid than [constant TONE_MAPPER_REINHARDT].
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</constant>
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<constant name="TONE_MAPPER_ACES" value="3" enum="ToneMapper">
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Academy Color Encoding System tonemapper operator.
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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].
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[b]Note:[/b] This tonemapping operator is called "ACES Fitted" in Godot 3.x.
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</constant>
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<constant name="GLOW_BLEND_MODE_ADDITIVE" value="0" enum="GlowBlendMode">
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Additive glow blending mode. Mostly used for particles, glows (bloom), lens flare, bright sources.
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@ -4159,16 +4159,17 @@
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Mixes the glow with the underlying color to avoid increasing brightness as much while still maintaining a glow effect.
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</constant>
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<constant name="ENV_TONE_MAPPER_LINEAR" value="0" enum="EnvironmentToneMapper">
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Output color as they came in.
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Output color as they came in. This can cause bright lighting to look blown out, with noticeable clipping in the output colors.
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</constant>
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<constant name="ENV_TONE_MAPPER_REINHARD" value="1" enum="EnvironmentToneMapper">
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Use the Reinhard tonemapper.
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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.
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</constant>
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<constant name="ENV_TONE_MAPPER_FILMIC" value="2" enum="EnvironmentToneMapper">
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Use the filmic tonemapper.
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Use the filmic tonemapper. This avoids clipping bright highlights, with a resulting image that usually looks more vivid than [constant ENV_TONE_MAPPER_REINHARD].
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</constant>
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<constant name="ENV_TONE_MAPPER_ACES" value="3" enum="EnvironmentToneMapper">
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Use the ACES tonemapper.
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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].
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[b]Note:[/b] This tonemapping operator is called "ACES Fitted" in Godot 3.x.
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</constant>
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<constant name="ENV_SSR_ROUGHNESS_QUALITY_DISABLED" value="0" enum="EnvironmentSSRRoughnessQuality">
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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.
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