Add AgX tonemapper option to Environment
Technical implementation notes:
- Moved linearization step to before the outset matrix is applied and
changed polynomial contrast curve approximation.
- This does *not* implement Blender's chroma rotation to address hue shift.
This hue rotation was found to have a significant performance impact.
- Improved performance by combining the AgX outset matrix with the Rec 2020 matrix.
Co-authored-by: Allen Pestaluky <allenpestaluky@gmail.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
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@ -320,7 +320,8 @@
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The tonemapping mode to use. Tonemapping is the process that "converts" HDR values to be suitable for rendering on an LDR display. (Godot doesn't support rendering on HDR displays yet.)
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</member>
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<member name="tonemap_white" type="float" setter="set_tonemap_white" getter="get_tonemap_white" default="1.0">
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The white reference value for tonemapping (also called "whitepoint"). Higher values can make highlights look less blown out, and will also slightly darken the whole scene as a result. Only effective if the [member tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR]. See also [member tonemap_exposure].
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The white reference value for tonemapping (also called "whitepoint"). Higher values can make highlights look less blown out, and will also slightly darken the whole scene as a result. See also [member tonemap_exposure].
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[b]Note:[/b] [member tonemap_white] is ignored when using [constant TONE_MAPPER_LINEAR] or [constant TONE_MAPPER_AGX].
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</member>
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<member name="volumetric_fog_albedo" type="Color" setter="set_volumetric_fog_albedo" getter="get_volumetric_fog_albedo" default="Color(1, 1, 1, 1)">
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The [Color] of the volumetric fog when interacting with lights. Mist and fog have an albedo close to [code]Color(1, 1, 1, 1)[/code] while smoke has a darker albedo.
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@ -425,6 +426,9 @@
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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="TONE_MAPPER_AGX" value="4" enum="ToneMapper">
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Use the AgX tonemapper. AgX is slightly more expensive than other options, but it handles bright lighting in a more realistic fashion by desaturating it as it becomes brighter. AgX is less likely to darken parts of the scene compared to [constant TONE_MAPPER_ACES] and can match the overall scene brightness of [constant TONE_MAPPER_FILMIC] more closely.
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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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</constant>
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