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@@ -265,8 +265,6 @@ Tweaking SSAO is possible with several parameters:
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Depth of Field / Far Blur
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^^^^^^^^^^^^^^^^^^^^^^^^^
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-*This feature is only available when using the GLES3 backend.*
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-
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This effect simulates focal distance on high end cameras. It blurs objects behind
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a given range. It has an initial **Distance** with a **Transition** region
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(in world units):
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@@ -279,8 +277,6 @@ the **Quality** may be needed in order to avoid artifacts.
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Depth of Field / Near Blur
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^^^^^^^^^^^^^^^^^^^^^^^^^^
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-*This feature is only available when using the GLES3 backend.*
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-
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This effect simulates focal distance on high end cameras. It blurs objects close
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to the camera (acts in the opposite direction as far blur).
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It has an initial **Distance** with a **Transition** region (in world units):
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@@ -298,8 +294,6 @@ given object:
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Glow
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^^^^
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-*This feature is only available when using the GLES3 backend.*
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-
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In photography and film, when light amount exceeds the maximum supported by the
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media (be it analog or digital), it generally bleeds outwards to darker regions
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of the image. This is simulated in Godot with the **Glow** effect.
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@@ -345,14 +339,13 @@ interesting glow patterns:
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Finally, as the highest layers are created by stretching small blurred images,
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it is possible that some blockiness may be visible. Enabling **Bicubic Upscaling**
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gets rids of it, at a minimal performance cost.
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+*Note that this is effective only when using the GLES3 backend.*
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.. image:: img/environment_glow_bicubic.png
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Adjustments
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^^^^^^^^^^^
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-*This feature is only available when using the GLES3 backend.*
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-
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At the end of processing, Godot offers the possibility to do some standard
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image adjustments.
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