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@@ -32,13 +32,17 @@ so it can be displayed on the screen. This can result in visible banding,
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especially when using untextured materials. This can also be seen in 2D projects
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when using smooth gradient textures.
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-There are several ways to alleviate banding. Here are a few examples:
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-
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-- Bake some noise into your textures. This is mainly effective in 2D, e.g. for
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- vignetting effects.
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-- Implement a debanding shader as a :ref:`screen-reading shader <doc_screen-reading_shaders>`.
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- Godot currently doesn't provide a built-in debanding shader, but this may be
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- added in a future release.
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+There are two main ways to alleviate banding:
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+
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+- Enable **Use Debanding** in the Project Settings. This applies a
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+ fullscreen debanding shader as a post-processing effect and is very cheap.
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+ Fullscreen debanding is only supported when using the GLES3 or Vulkan renderers.
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+ It also requires HDR to be enabled in the Project Settings (which is the default).
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+- Alternatively, bake some noise into your textures. This is mainly effective in 2D,
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+ e.g. for vignetting effects. In 3D, you can also use a
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+ `custom debanding shader <https://github.com/fractilegames/godot-gles2-debanding-material>`__
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+ to be applied on your *materials*. This technique works even if your project is
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+ rendered in LDR, which means it will work when using the GLES2 renderer.
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.. seealso::
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