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@@ -136,6 +136,8 @@ In practice, it makes light stand out more across the fog.
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Tonemap
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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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Selects the tone-mapping curve that will be applied to the scene, from a short
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list of standard curves used in the film and game industry. Tone mapping can make
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light and dark areas more homogeneous, even though the result is not that strong.
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@@ -148,6 +150,8 @@ Tone mapping options are:
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Auto Exposure (HDR)
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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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Even though, in most cases, lighting and texturing are heavily artist controlled,
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Godot supports a simple high dynamic range implementation with the auto exposure
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mechanism. This is generally used for the sake of realism when combining
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@@ -188,6 +192,8 @@ in the Environment.
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Screen-Space Reflections (SSR)
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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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While Godot supports three sources of reflection data (Sky, ReflectionProbe, and
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GIProbe), they may not provide enough detail for all situations. Scenarios
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where Screen Space Reflections make the most sense are when objects are in
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@@ -212,6 +218,8 @@ Keep in mind that screen-space-reflections only work for reflecting opaque geome
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Screen-Space Ambient Occlusion (SSAO)
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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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As mentioned in the **Ambient** section, areas where light from light nodes
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does not reach (either because it's outside the radius or shadowed) are lit
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with ambient light. Godot can simulate this using GIProbe, ReflectionProbe,
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@@ -255,6 +263,8 @@ 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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@@ -267,6 +277,8 @@ 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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@@ -284,6 +296,8 @@ 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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@@ -335,6 +349,8 @@ gets rids of it, at a minimal performance cost.
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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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