Also optimize all tonemappers to perform less calculations per-pixel.
Note: unlike `white`, `agx_white` is limited to a minimum of `2.0` and defaults to `16.29`. When using a RGB10A2 render buffer, `agx_white` will be ignored and a value of `2.0` will be used instead to ensure good behavior on the Mobile renderer.
Increasing [member tonemap_agx_contrast] will make dark values darker and bright values brighter. Produces a higher quality result than [member adjustment_contrast] without any additional performance cost, but is only available when using the [constant TONE_MAPPER_AGX] tonemapper.
The white reference value for tonemapping, which indicates where bright white is located in the scale of values provided to the tonemapper. For photorealistic lighting, it is recommended to set [member tonemap_agx_white] to at least [code]6.0[/code]. Higher values result in less blown out highlights, but may make the scene appear lower contrast. [member tonemap_agx_white] is the same as [member tonemap_white], but is only effective with the [constant TONE_MAPPER_AGX] tonemapper. See also [member tonemap_exposure].
[b]Note:[/b] When using the Mobile renderer with [member Viewport.use_hdr_2d] disabled, [member tonemap_agx_white] is ignored and a white value of [code]2.0[/code] will always be used instead.
Adjusts the brightness of values before they are provided to the tonemapper. Higher [member tonemap_exposure] values result in a brighter image. See also [member tonemap_white].
[b]Note:[/b] Values provided to the tonemapper will also be multiplied by [code]2.0[/code] and [code]1.8[/code] for [constant TONE_MAPPER_FILMIC] and [constant TONE_MAPPER_ACES] respectively to produce a similar apparent brightness as [constant TONE_MAPPER_LINEAR].
@ -323,8 +330,8 @@
The tonemapping mode to use. Tonemapping is the process that "converts" HDR values to be suitable for rendering on an LDR display. (Godot doesn't support rendering on HDR displays yet.)
The white reference value for tonemapping, which indicates where bright white is located in the scale of values provided to the tonemapper. For photorealistic lighting, recommended values are between [code]6.0[/code] and [code]8.0[/code]. Higher values result in less blown out highlights, but may make the scene appear lower contrast. See also [member tonemap_exposure].
[b]Note:[/b] [member tonemap_white] is ignored when using [constant TONE_MAPPER_LINEAR] or [constant TONE_MAPPER_AGX].
The white reference value for tonemapping, which indicates where bright white is located in the scale of values provided to the tonemapper. For photorealistic lighting, it is recommended to set [member tonemap_white] to at least [code]6.0[/code]. Higher values result in less blown out highlights, but may make the scene appear lower contrast. [member tonemap_agx_white] will be used instead when using the [constant TONE_MAPPER_AGX] tonemapper. See also [member tonemap_exposure].
[b]Note:[/b] [member tonemap_white] must be set to [code]2.0[/code] or lower on the Mobile renderer to produce bright images.
The [Color] of the volumetric fog when interacting with lights. Mist and fog have an albedo close to [code]Color(1, 1, 1, 1)[/code] while smoke has a darker albedo.
@ -431,8 +438,7 @@
[b]Note:[/b] This tonemapping operator is called "ACES Fitted" in Godot 3.x.
Uses a film-like tonemapping curve and desaturates bright values for a more realistic appearance. Better than other tonemappers at maintaining the hue of colors as they become brighter. The slowest tonemapping option.
[b]Note:[/b] [member tonemap_white] is fixed at a value of [code]16.29[/code], which makes [constant TONE_MAPPER_AGX] unsuitable for use with the Mobile rendering method.
Uses an adjustable film-like tonemapping curve and desaturates bright values for a more realistic appearance. Better than other tonemappers at maintaining the hue of colors as they become brighter. The slowest tonemapping option.
Uses a film-like tonemapping curve and desaturates bright values for a more realistic appearance. Better than other tonemappers at maintaining the hue of colors as they become brighter. The slowest tonemapping option.
[b]Note:[/b] [member Environment.tonemap_white] is fixed at a value of [code]16.29[/code], which makes [constant ENV_TONE_MAPPER_AGX] unsuitable for use with the Mobile rendering method.
Uses an adjustable film-like tonemapping curve and desaturates bright values for a more realistic appearance. Better than other tonemappers at maintaining the hue of colors as they become brighter. The slowest tonemapping option.
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.