Merge pull request #59411 from Calinou/doc-tonemap
Improve documentation for tonemapping operators
This commit is contained in:
@ -377,16 +377,17 @@
|
||||
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.
|
||||
|
||||
Reference in New Issue
Block a user