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Ported: Improve documentation for tonemapping operators - Calinou
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Replace glow blending mode. Replaces all pixels' color by the glow value. This can be used to simulate a full-screen blur effect by tweaking the glow parameters to match the original image's brightness.
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</constant>
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<constant name="TONE_MAPPER_LINEAR" value="0" enum="ToneMapper">
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Linear tonemapper operator. Reads the linear data and passes it on unmodified.
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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.
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</constant>
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<constant name="TONE_MAPPER_REINHARDT" value="1" enum="ToneMapper">
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Reinhardt tonemapper operator. Performs a variation on rendered pixels' colors by this formula: [code]color = color / (1 + color)[/code].
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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.
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</constant>
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<constant name="TONE_MAPPER_FILMIC" value="2" enum="ToneMapper">
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Filmic tonemapper operator.
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Filmic tonemapper operator. This avoids clipping bright highlights, with a resulting image that usually looks more vivid than [constant TONE_MAPPER_REINHARDT].
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</constant>
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<constant name="TONE_MAPPER_ACES" value="3" enum="ToneMapper">
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Academy Color Encoding System tonemapper operator. Performs an approximation of the ACES tonemapping curve.
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Use the legacy Godot version of the Academy Color Encoding System tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES does not handle bright lighting in a physically accurate way. 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 will be removed in Godot 4.0 in favor of the more accurate [constant TONE_MAPPER_ACES_FITTED].
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</constant>
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<constant name="TONE_MAPPER_ACES_FITTED" value="4" enum="ToneMapper">
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High quality Academy Color Encoding System tonemapper operator that matches the industry standard. Performs a more physically accurate curve fit which better simulates how light works in the real world. The color of lights and emissive materials will become lighter as the emissive energy increases, and will eventually become white if the light is bright enough to saturate the camera sensor.
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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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</constant>
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<constant name="DOF_BLUR_QUALITY_LOW" value="0" enum="DOFBlurQuality">
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Low depth-of-field blur quality (fastest).
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@ -3300,19 +3300,20 @@
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Shows the glow effect by itself without the underlying scene.
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</constant>
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<constant name="ENV_TONE_MAPPER_LINEAR" value="0" enum="EnvironmentToneMapper">
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Output color as they came in.
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Output color as they came in. This can cause bright lighting to look blown out, with noticeable clipping in the output colors.
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</constant>
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<constant name="ENV_TONE_MAPPER_REINHARD" value="1" enum="EnvironmentToneMapper">
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Use the Reinhard tonemapper.
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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.
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</constant>
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<constant name="ENV_TONE_MAPPER_FILMIC" value="2" enum="EnvironmentToneMapper">
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Use the filmic tonemapper.
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Use the filmic tonemapper. This avoids clipping bright highlights, with a resulting image that usually looks more vivid than [constant ENV_TONE_MAPPER_REINHARD].
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</constant>
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<constant name="ENV_TONE_MAPPER_ACES" value="3" enum="EnvironmentToneMapper">
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Use the ACES tonemapper.
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Use the legacy Godot version of the Academy Color Encoding System tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of ACES does not handle bright lighting in a physically accurate way. ACES typically has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].
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[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED].
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</constant>
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<constant name="ENV_TONE_MAPPER_ACES_FITTED" value="4" enum="EnvironmentToneMapper">
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Use the ACES Fitted tonemapper.
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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 ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].
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</constant>
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<constant name="ENV_SSAO_QUALITY_LOW" value="0" enum="EnvironmentSSAOQuality">
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Lowest quality of screen space ambient occlusion.
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