diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 6e47df8d017..4b5aeeddb26 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -3467,8 +3467,7 @@
The default compression factor for lossless WebP. Decompression speed is mostly unaffected by the compression factor. Supported values are 0 to 100.
- If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root viewport. 2D rendering will use a high dynamic range (HDR) format framebuffer matching the bit depth of the 3D framebuffer. When using the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/code] framebuffer.
- Additionally, 2D rendering will be performed on linear values and will be converted using the appropriate transfer function immediately before blitting to the screen (if the Viewport is attached to the screen).
+ If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root Viewport. 2D rendering will use a high dynamic range (HDR) [code]RGBA16[/code] format framebuffer. Additionally, 2D rendering will be performed on linear values and will be converted using the appropriate transfer function immediately before blitting to the screen.
Practically speaking, this means that the end result of the Viewport will not be clamped to the [code]0-1[/code] range and can be used in 3D rendering without color encoding adjustments. This allows 2D rendering to take advantage of effects requiring high dynamic range (e.g. 2D glow) as well as substantially improves the appearance of effects requiring highly detailed gradients.
[b]Note:[/b] This property is only read when the project starts. To toggle HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport].
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index e1f7a53302b..2946e11bd9e 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -4292,8 +4292,7 @@
- If [code]true[/code], 2D rendering will use a high dynamic range (HDR) format framebuffer matching the bit depth of the 3D framebuffer. When using the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/code] framebuffer.
- Additionally, 2D rendering will be performed on linear values and will be converted using the appropriate transfer function immediately before blitting to the screen (if the Viewport is attached to the screen).
+ If [code]true[/code], 2D rendering will use a high dynamic range (HDR) [code]RGBA16[/code] format framebuffer. Additionally, 2D rendering will be performed on linear values and will be converted using the appropriate transfer function immediately before blitting to the screen (if the Viewport is attached to the screen).
Practically speaking, this means that the end result of the Viewport will not be clamped to the [code]0-1[/code] range and can be used in 3D rendering without color encoding adjustments. This allows 2D rendering to take advantage of effects requiring high dynamic range (e.g. 2D glow) as well as substantially improves the appearance of effects requiring highly detailed gradients. This setting has the same effect as [member Viewport.use_hdr_2d].
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index 7832cc844c8..39eb7ed7c58 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -465,8 +465,7 @@
See also [member ProjectSettings.rendering/anti_aliasing/quality/use_debanding], [method RenderingServer.material_set_use_debanding], and [method RenderingServer.viewport_set_use_debanding].
- If [code]true[/code], 2D rendering will use a high dynamic range (HDR) format framebuffer matching the bit depth of the 3D framebuffer. When using the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/code] framebuffer.
- Additionally, 2D rendering will be performed on linear values and will be converted using the appropriate transfer function immediately before blitting to the screen (if the Viewport is attached to the screen).
+ If [code]true[/code], 2D rendering will use a high dynamic range (HDR) [code]RGBA16[/code] format framebuffer. Additionally, 2D rendering will be performed on linear values and will be converted using the appropriate transfer function immediately before blitting to the screen (if the Viewport is attached to the screen).
Practically speaking, this means that the end result of the Viewport will not be clamped to the [code]0-1[/code] range and can be used in 3D rendering without color encoding adjustments. This allows 2D rendering to take advantage of effects requiring high dynamic range (e.g. 2D glow) as well as substantially improves the appearance of effects requiring highly detailed gradients.