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6 | 6 | <description> |
7 | 7 | Resource for environment nodes (like [WorldEnvironment]) that define multiple environment operations (such as background [Sky] or [Color], ambient light, fog, depth-of-field...). These parameters affect the final render of the scene. The order of these operations is: |
8 | 8 | - Depth of Field Blur |
| 9 | + - Auto Exposure |
9 | 10 | - Glow |
10 | | - - Tonemap (Auto Exposure) |
| 11 | + - Tonemap |
11 | 12 | - Adjustments |
12 | 13 | </description> |
13 | 14 | <tutorials> |
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124 | 125 | <member name="fog_sun_scatter" type="float" setter="set_fog_sun_scatter" getter="get_fog_sun_scatter" default="0.0"> |
125 | 126 | If set above [code]0.0[/code], renders the scene's directional light(s) in the fog color depending on the view angle. This can be used to give the impression that the sun is "piercing" through the fog. |
126 | 127 | </member> |
127 | | - <member name="glow_blend_mode" type="int" setter="set_glow_blend_mode" getter="get_glow_blend_mode" enum="Environment.GlowBlendMode" default="2"> |
| 128 | + <member name="glow_blend_mode" type="int" setter="set_glow_blend_mode" getter="get_glow_blend_mode" enum="Environment.GlowBlendMode" default="1"> |
128 | 129 | The glow blending mode. |
129 | | - [b]Note:[/b] [member glow_blend_mode] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices. |
| 130 | + [b]Note:[/b] The Compatibility renderer always uses [constant GLOW_BLEND_MODE_SCREEN] and [member glow_blend_mode] will have no effect. |
130 | 131 | </member> |
131 | 132 | <member name="glow_bloom" type="float" setter="set_glow_bloom" getter="get_glow_bloom" default="0.0"> |
132 | 133 | The bloom's intensity. If set to a value higher than [code]0[/code], this will make glow visible in areas darker than the [member glow_hdr_threshold]. |
133 | 134 | </member> |
134 | 135 | <member name="glow_enabled" type="bool" setter="set_glow_enabled" getter="is_glow_enabled" default="false"> |
135 | | - If [code]true[/code], the glow effect is enabled. This simulates real world eye/camera behavior where bright pixels bleed onto surrounding pixels. |
| 136 | + If [code]true[/code], the glow effect is enabled. This simulates real world atmosphere and eye/camera behavior by causing bright pixels to bleed onto surrounding pixels. |
136 | 137 | [b]Note:[/b] When using the Mobile rendering method, glow looks different due to the lower dynamic range available in the Mobile rendering method. |
137 | 138 | [b]Note:[/b] When using the Compatibility rendering method, glow uses a different implementation with some properties being unavailable and hidden from the inspector: [code]glow_levels/*[/code], [member glow_normalized], [member glow_strength], [member glow_blend_mode], [member glow_mix], [member glow_map], and [member glow_map_strength]. This implementation is optimized to run on low-end devices and is less flexible as a result. |
138 | 139 | </member> |
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145 | 146 | <member name="glow_hdr_threshold" type="float" setter="set_glow_hdr_bleed_threshold" getter="get_glow_hdr_bleed_threshold" default="1.0"> |
146 | 147 | The lower threshold of the HDR glow. When using the Mobile rendering method (which only supports a lower dynamic range up to [code]2.0[/code]), this may need to be below [code]1.0[/code] for glow to be visible. A value of [code]0.9[/code] works well in this case. This value also needs to be decreased below [code]1.0[/code] when using glow in 2D, as 2D rendering is performed in SDR. |
147 | 148 | </member> |
148 | | - <member name="glow_intensity" type="float" setter="set_glow_intensity" getter="get_glow_intensity" default="0.8"> |
| 149 | + <member name="glow_intensity" type="float" setter="set_glow_intensity" getter="get_glow_intensity" default="0.3"> |
149 | 150 | The overall brightness multiplier of the glow effect. When using the Mobile rendering method (which only supports a lower dynamic range up to [code]2.0[/code]), this should be increased to [code]1.5[/code] to compensate. |
150 | 151 | </member> |
151 | | - <member name="glow_levels/1" type="float" setter="set_glow_level" getter="get_glow_level" default="0.0"> |
| 152 | + <member name="glow_levels/1" type="float" setter="set_glow_level" getter="get_glow_level" default="1.0"> |
152 | 153 | The intensity of the 1st level of glow. This is the most "local" level (least blurry). |
153 | 154 | [b]Note:[/b] [member glow_levels/1] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices. |
154 | 155 | </member> |
155 | | - <member name="glow_levels/2" type="float" setter="set_glow_level" getter="get_glow_level" default="0.0"> |
| 156 | + <member name="glow_levels/2" type="float" setter="set_glow_level" getter="get_glow_level" default="0.8"> |
156 | 157 | The intensity of the 2nd level of glow. |
157 | 158 | [b]Note:[/b] [member glow_levels/2] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices. |
158 | 159 | </member> |
159 | | - <member name="glow_levels/3" type="float" setter="set_glow_level" getter="get_glow_level" default="1.0"> |
| 160 | + <member name="glow_levels/3" type="float" setter="set_glow_level" getter="get_glow_level" default="0.4"> |
160 | 161 | The intensity of the 3rd level of glow. |
161 | 162 | [b]Note:[/b] [member glow_levels/3] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices. |
162 | 163 | </member> |
163 | | - <member name="glow_levels/4" type="float" setter="set_glow_level" getter="get_glow_level" default="0.0"> |
| 164 | + <member name="glow_levels/4" type="float" setter="set_glow_level" getter="get_glow_level" default="0.1"> |
164 | 165 | The intensity of the 4th level of glow. |
165 | 166 | [b]Note:[/b] [member glow_levels/4] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices. |
166 | 167 | </member> |
167 | | - <member name="glow_levels/5" type="float" setter="set_glow_level" getter="get_glow_level" default="1.0"> |
| 168 | + <member name="glow_levels/5" type="float" setter="set_glow_level" getter="get_glow_level" default="0.0"> |
168 | 169 | The intensity of the 5th level of glow. |
169 | 170 | [b]Note:[/b] [member glow_levels/5] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices. |
170 | 171 | </member> |
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434 | 435 | [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. |
435 | 436 | </constant> |
436 | 437 | <constant name="GLOW_BLEND_MODE_ADDITIVE" value="0" enum="GlowBlendMode"> |
437 | | - Additive glow blending mode. Mostly used for particles, glows (bloom), lens flare, bright sources. |
| 438 | + Adds the glow effect to the scene. |
438 | 439 | </constant> |
439 | 440 | <constant name="GLOW_BLEND_MODE_SCREEN" value="1" enum="GlowBlendMode"> |
440 | | - Screen glow blending mode. Increases brightness, used frequently with bloom. |
| 441 | + Adds the glow effect to the scene after modifying the glow influence based on the scene value; dark values will be highly influenced by glow and bright values will not be influenced by glow. This approach avoids bright values becoming overly bright from the glow effect. [member tonemap_white] is used to determine the maximum scene value where the glow should have no influence. When [member tonemap_mode] is set to [constant TONE_MAPPER_LINEAR], a value of [code]1.0[/code] will be used as the maximum scene value. |
441 | 442 | </constant> |
442 | 443 | <constant name="GLOW_BLEND_MODE_SOFTLIGHT" value="2" enum="GlowBlendMode"> |
443 | | - Soft light glow blending mode. Modifies contrast, exposes shadows and highlights (vivid bloom). |
| 444 | + Adds the glow effect to the tonemapped image after modifying the glow influence based on the image value; dark values and bright values will not be influenced by glow and mid-range values will be highly influenced by glow. This approach avoids bright values becoming overly bright from the glow effect. The glow will have the largest influence on image values of [code]0.25[/code] and will have no influence when applied to image values greater than [code]1.0[/code]. |
444 | 445 | </constant> |
445 | 446 | <constant name="GLOW_BLEND_MODE_REPLACE" value="3" enum="GlowBlendMode"> |
446 | | - Replace glow blending mode. Replaces all pixels' color by the glow value. This can be used to simulate a full-screen blur effect by tweaking the glow parameters to match the original image's brightness. |
| 447 | + Replaces all pixels' color by the glow effect. This can be used to simulate a full-screen blur effect by tweaking the glow parameters to match the original image's brightness or to preview glow configuration in the editor. |
447 | 448 | </constant> |
448 | 449 | <constant name="GLOW_BLEND_MODE_MIX" value="4" enum="GlowBlendMode"> |
449 | | - Mixes the glow with the underlying color to avoid increasing brightness as much while still maintaining a glow effect. |
| 450 | + Mixes the glow image with the scene image. Best used with [member glow_bloom] to avoid darkening the scene. |
450 | 451 | </constant> |
451 | 452 | <constant name="FOG_MODE_EXPONENTIAL" value="0" enum="FogMode"> |
452 | 453 | Use a physically-based fog model defined primarily by fog density. |
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