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Merge pull request #59411 from Calinou/doc-tonemap

Improve documentation for tonemapping operators
Rémi Verschelde преди 3 години
родител
ревизия
7d999b7507
променени са 2 файла, в които са добавени 10 реда и са изтрити 8 реда
  1. 5 4
      doc/classes/Environment.xml
  2. 5 4
      doc/classes/RenderingServer.xml

+ 5 - 4
doc/classes/Environment.xml

@@ -377,16 +377,17 @@
 			Use the [Sky] for reflections regardless of what the background is.
 		</constant>
 		<constant name="TONE_MAPPER_LINEAR" value="0" enum="ToneMapper">
-			Linear tonemapper operator. Reads the linear data and passes it on unmodified.
+			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.
 		</constant>
 		<constant name="TONE_MAPPER_REINHARDT" value="1" enum="ToneMapper">
-			Reinhardt tonemapper operator. Performs a variation on rendered pixels' colors by this formula: [code]color = color / (1 + color)[/code].
+			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.
 		</constant>
 		<constant name="TONE_MAPPER_FILMIC" value="2" enum="ToneMapper">
-			Filmic tonemapper operator.
+			Filmic tonemapper operator. This avoids clipping bright highlights, with a resulting image that usually looks more vivid than [constant TONE_MAPPER_REINHARDT].
 		</constant>
 		<constant name="TONE_MAPPER_ACES" value="3" enum="ToneMapper">
-			Academy Color Encoding System tonemapper operator.
+			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].
+			[b]Note:[/b] This tonemapping operator is called "ACES Fitted" in Godot 3.x.
 		</constant>
 		<constant name="GLOW_BLEND_MODE_ADDITIVE" value="0" enum="GlowBlendMode">
 			Additive glow blending mode. Mostly used for particles, glows (bloom), lens flare, bright sources.

+ 5 - 4
doc/classes/RenderingServer.xml

@@ -4159,16 +4159,17 @@
 			Mixes the glow with the underlying color to avoid increasing brightness as much while still maintaining a glow effect.
 		</constant>
 		<constant name="ENV_TONE_MAPPER_LINEAR" value="0" enum="EnvironmentToneMapper">
-			Output color as they came in.
+			Output color as they came in. This can cause bright lighting to look blown out, with noticeable clipping in the output colors.
 		</constant>
 		<constant name="ENV_TONE_MAPPER_REINHARD" value="1" enum="EnvironmentToneMapper">
-			Use the Reinhard tonemapper.
+			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.
 		</constant>
 		<constant name="ENV_TONE_MAPPER_FILMIC" value="2" enum="EnvironmentToneMapper">
-			Use the filmic tonemapper.
+			Use the filmic tonemapper. This avoids clipping bright highlights, with a resulting image that usually looks more vivid than [constant ENV_TONE_MAPPER_REINHARD].
 		</constant>
 		<constant name="ENV_TONE_MAPPER_ACES" value="3" enum="EnvironmentToneMapper">
-			Use the ACES tonemapper.
+			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].
+			[b]Note:[/b] This tonemapping operator is called "ACES Fitted" in Godot 3.x.
 		</constant>
 		<constant name="ENV_SSR_ROUGHNESS_QUALITY_DISABLED" value="0" enum="EnvironmentSSRRoughnessQuality">
 			Lowest quality of roughness filter for screen-space reflections. Rough materials will not have blurrier screen-space reflections compared to smooth (non-rough) materials. This is the fastest option.