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@@ -139,14 +139,39 @@ Tonemap
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*This feature is only available when using the GLES3 backend.*
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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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-Tone mapping options are:
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-
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-- **Mode:** Tone mapping mode, which can be Linear, Reindhart, Filmic, or Aces.
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-- **Exposure:** Tone mapping exposure which simulates amount of light received over time.
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-- **White:** Tone mapping white, which simulates where in the scale white is located (by default 1.0).
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+Selects the tonemapping curve that will be applied to the scene, from a
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+list of standard curves used in the film and game industry. Tonemapping operators
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+other than Linear are used to make light and dark areas more homogeneous,
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+while also avoiding clipping of bright highlights.
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+
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+The tone mapping options are:
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+
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+- **Mode:** The tone mapping mode to use.
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+
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+ - **Linear:** The default tonemapping mode. This is the fastest and simplest
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+ tonemapping operator, but it causes bright lighting to look blown out, with
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+ noticeable clipping in the output colors.
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+ - **Reinhardt:** Performs a variation on rendered pixels' colors by this
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+ formula: ``color = color / (1 + color)``. This avoids clipping bright
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+ highlights, but the resulting image can look a bit dull.
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+ - **Filmic:** This avoids clipping bright highlights, with a resulting image
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+ that usually looks more vivid than Reinhardt.
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+ - **ACES:** Academy Color Encoding System tonemapper.
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+ ACES is slightly more expensive than other options, but it handles
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+ bright lighting in a more realistic fashion by desaturating it as it becomes brighter.
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+ ACES typically has a more contrasted output compared to Reinhardt and Filmic.
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+ ACES is the recommended option when aiming for photorealistic visuals.
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+ This tonemapping mode was called "ACES Fitted" in Godot 3.x.
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+
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+- **Exposure:** Tone mapping exposure which simulates amount of light received
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+ over time (default: ``1.0``). Higher values result in an overall brighter appearance.
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+ If the scene appears too dark as a result of a tonemapping operator or whitepoint
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+ change, try increasing this value slightly.
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+
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+- **White:** Tone mapping whitepoint, which simulates where in the scale white is
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+ located (default: ``1.0``). For photorealistic lighting, recommended values are
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+ between ``6.0`` and ``8.0``. Higher values result in less blown out highlights,
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+ but make the scene appear slightly darker as a whole.
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Auto Exposure (HDR)
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^^^^^^^^^^^^^^^^^^^
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