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-rw-r--r--doc/classes/Environment.xml7
-rw-r--r--doc/classes/RenderingServer.xml2
2 files changed, 9 insertions, 0 deletions
diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml
index b31162f10f..c8c0494378 100644
--- a/doc/classes/Environment.xml
+++ b/doc/classes/Environment.xml
@@ -154,6 +154,13 @@
<member name="glow_levels/7" type="float" setter="set_glow_level" getter="get_glow_level" default="0.0">
The intensity of the 7th level of glow. This is the most "global" level (blurriest).
</member>
+ <member name="glow_map" type="Texture" setter="set_glow_map" getter="get_glow_map">
+ 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).
+ </member>
+ <member name="glow_map_strength" type="float" setter="set_glow_map_strength" getter="get_glow_map_strength" default="0.8">
+ 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).
+ </member>
<member name="glow_mix" type="float" setter="set_glow_mix" getter="get_glow_mix" default="0.05">
</member>
<member name="glow_normalized" type="bool" setter="set_glow_normalized" getter="is_glow_normalized" default="false">
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index ff370bd953..446db40dd8 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -994,6 +994,8 @@
<argument index="8" name="hdr_bleed_threshold" type="float" />
<argument index="9" name="hdr_bleed_scale" type="float" />
<argument index="10" name="hdr_luminance_cap" type="float" />
+ <argument index="11" name="glow_map_strength" type="float" />
+ <argument index="12" name="glow_map" type="RID" />
<description>
</description>
</method>