Improve documentation for tonemapping operators

This commit is contained in:
Hugo Locurcio 2022-03-22 12:14:51 +01:00
parent 50f3154d55
commit 003e1e6217
No known key found for this signature in database
GPG key ID: 39E8F8BE30B0A49C
2 changed files with 10 additions and 8 deletions

View file

@ -354,16 +354,17 @@
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.

View file

@ -4158,16 +4158,17 @@
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.