diff options
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/Environment.xml | 9 | ||||
-rw-r--r-- | doc/classes/RenderingServer.xml | 9 |
2 files changed, 10 insertions, 8 deletions
diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml index 90d774058b..c61cd0a361 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. </constant> <constant name="TONE_MAPPER_LINEAR" value="0" enum="ToneMapper"> - 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. </constant> <constant name="TONE_MAPPER_REINHARDT" value="1" enum="ToneMapper"> - 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. </constant> <constant name="TONE_MAPPER_FILMIC" value="2" enum="ToneMapper"> - 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]. </constant> <constant name="TONE_MAPPER_ACES" value="3" enum="ToneMapper"> - 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. </constant> <constant name="GLOW_BLEND_MODE_ADDITIVE" value="0" enum="GlowBlendMode"> 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 f1a15a08dd..9f7c23f250 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. </constant> <constant name="ENV_TONE_MAPPER_LINEAR" value="0" enum="EnvironmentToneMapper"> - 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. </constant> <constant name="ENV_TONE_MAPPER_REINHARD" value="1" enum="EnvironmentToneMapper"> - 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. </constant> <constant name="ENV_TONE_MAPPER_FILMIC" value="2" enum="EnvironmentToneMapper"> - 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]. </constant> <constant name="ENV_TONE_MAPPER_ACES" value="3" enum="EnvironmentToneMapper"> - 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. </constant> <constant name="ENV_SSR_ROUGHNESS_QUALITY_DISABLED" value="0" enum="EnvironmentSSRRoughnessQuality"> 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. |