diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml
index 6913d1f75c6..bf91d02b3ad 100644
--- a/doc/classes/Environment.xml
+++ b/doc/classes/Environment.xml
@@ -127,13 +127,15 @@
The glow blending mode.
+ [b]Note:[/b] [member glow_blend_mode] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
The bloom's intensity. If set to a value higher than [code]0[/code], this will make glow visible in areas darker than the [member glow_hdr_threshold].
- If [code]true[/code], the glow effect is enabled.
- [b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering methods, not Compatibility. When using the Mobile rendering method, glow will look different due to the lower dynamic range available in the Mobile rendering method.
+ If [code]true[/code], the glow effect is enabled. This simulates real world eye/camera behavior where bright pixels bleed onto surrounding pixels.
+ [b]Note:[/b] When using the Mobile rendering method, glow looks different due to the lower dynamic range available in the Mobile rendering method.
+ [b]Note:[/b] When using the Compatibility rendering method, glow uses a different implementation with some properties being unavailable and hidden from the inspector: [code]glow_levels/*[/code], [member glow_normalized], [member glow_strength], [member glow_blend_mode], [member glow_mix], [member glow_map], and [member glow_map_strength]. This implementation is optimized to run on low-end devices and is less flexible as a result.
The higher threshold of the HDR glow. Areas brighter than this threshold will be clamped for the purposes of the glow effect.
@@ -149,40 +151,52 @@
The intensity of the 1st level of glow. This is the most "local" level (least blurry).
+ [b]Note:[/b] [member glow_levels/1] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
The intensity of the 2nd level of glow.
+ [b]Note:[/b] [member glow_levels/2] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
The intensity of the 3rd level of glow.
+ [b]Note:[/b] [member glow_levels/3] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
The intensity of the 4th level of glow.
+ [b]Note:[/b] [member glow_levels/4] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
The intensity of the 5th level of glow.
+ [b]Note:[/b] [member glow_levels/5] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
The intensity of the 6th level of glow.
+ [b]Note:[/b] [member glow_levels/6] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
The intensity of the 7th level of glow. This is the most "global" level (blurriest).
+ [b]Note:[/b] [member glow_levels/7] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
The texture that should be used as a glow map to [i]multiply[/i] the resulting glow color according to [member glow_map_strength]. This can be used to create a "lens dirt" effect. The texture's RGB color channels are used for modulation, but the alpha channel is ignored.
[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, it's recommended to use a texture with an aspect ratio that matches your project's base aspect ratio (typically 16:9).
+ [b]Note:[/b] [member glow_map] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
How strong of an impact the [member glow_map] should have on the overall glow effect. A strength of [code]0.0[/code] means the glow map has no effect on the overall glow effect. A strength of [code]1.0[/code] means the glow has a full effect on the overall glow effect (and can turn off glow entirely in specific areas of the screen if the glow map has black areas).
+ [b]Note:[/b] [member glow_map_strength] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this controls how much the source image is blended with the glow layer. A value of [code]0.0[/code] makes the glow rendering invisible, while a value of [code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].
+ [b]Note:[/b] [member glow_mix] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
If [code]true[/code], glow levels will be normalized so that summed together their intensities equal [code]1.0[/code].
+ [b]Note:[/b] [member glow_normalized] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
The strength of the glow effect. This applies as the glow is blurred across the screen and increases the distance and intensity of the blur. When using the Mobile rendering method, this should be increased to compensate for the lower dynamic range.
+ [b]Note:[/b] [member glow_strength] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
The reflected (specular) light source.