@@ -88,9 +88,9 @@ Camera attributes
8888 adjusting those properties independently of other Environment settings more
8989 easily.
9090
91- The :ref: `class_CameraAttributes ` resource stores exposure and depth of field information. It
92- also allows enabling automatic exposure adjustments depending on scene
93- brightness.
91+ The :ref: `class_CameraAttributes ` resource stores exposure and depth of field
92+ information. It also allows enabling automatic exposure adjustments depending on
93+ scene brightness.
9494
9595There are two kinds of CameraAttribute resources available:
9696
@@ -152,7 +152,9 @@ There are several background modes available:
152152- **Sky ** lets you define a background sky material (see below). By default,
153153 objects in the scene will reflect this sky material and absorb ambient light
154154 from it.
155- - **Canvas ** displays the 2D scene as a background to the 3D scene.
155+ - **Canvas ** displays the 2D scene as a background to the 3D scene. This can be used
156+ to make environment effects visible on 2D rendering, such as
157+ :ref: `glow in 2D <doc_environment_and_post_processing_using_glow_in_2d >`.
156158- **Keep ** does not draw any sky, keeping what was present on previous frames
157159 instead. This improves performance in purely indoor scenes, but creates a
158160 "hall of mirrors" visual glitch if the sky is visible at any time.
@@ -544,6 +546,9 @@ illumination for off-screen elements (unlike :abbr:`SSIL (Screen-Space Indirect
544546Glow
545547^^^^
546548
549+ *This feature is only available when using the Forward+ and Mobile backends, not
550+ Compatibility. *
551+
547552In photography and film, when light amount exceeds the maximum *luminance *
548553(brightness) supported by the media, it generally bleeds outwards to darker
549554regions of the image. This is simulated in Godot with the **Glow ** effect.
@@ -586,8 +591,9 @@ The **Blend Mode** of the effect can also be changed:
586591 an all around.
587592- **Softlight ** is the default and weakest one, producing only a subtle color
588593 disturbance around the objects. This mode works best on dark scenes.
589- - **Replace ** can be used to blur the whole screen or debug the effect. It only
590- shows the glow effect without the image below.
594+ - **Replace ** can be used to
595+ :ref: `blur the whole screen <doc_environment_and_post_processing_using_glow_to_blur_the_screen >`
596+ or debug the effect. It only shows the glow effect without the image below.
591597- **Mix ** mixes the glow effect with the main image. This can be used for
592598 greater artistic control. The mix factor is controlled by the **Mix ** property
593599 which appears above the blend mode (only when the blend mode is set to Mix).
@@ -619,11 +625,68 @@ There are 2 main use cases for a glow map texture:
619625
620626.. image :: img/environment_glow_map.webp
621627
622- .. note ::
628+ .. _doc_environment_and_post_processing_using_glow_in_2d :
629+
630+ Using glow in 2D
631+ ^^^^^^^^^^^^^^^^
632+
633+ There are 2 ways to use glow in 2D:
634+
635+ - Since Godot 4.2, you can enable HDR for 2D rendering when using the Forward+
636+ and Mobile rendering methods. This has a performance cost, but it allows for a
637+ greater dynamic range. This also allows you to control which objects glow
638+ using their individual **Modulate ** or **Self Modulate ** properties (use the
639+ RAW mode in the color picker). Enabling HDR can also reduce banding in the 2D
640+ rendering output.
641+
642+ - To enable HDR in 2D, open the Project Settings, enable
643+ **Rendering > Viewport > HDR 2D ** then restart the editor.
644+
645+ - If you want to maximize performance, you can leave HDR disabled for 2D
646+ rendering. However, you will have less control on which objects glow.
647+
648+ - Enable glow, set the environment background mode to **Canvas ** then decrease
649+ **Glow HDR Threshold ** so that pixels that are not overbright will still
650+ glow. To prevent UI elements from glowing, make them children of a
651+ :ref: `class_CanvasLayer ` node. You can control which layers are affected by
652+ glow using the **Background > Canvas Max Layer ** property of the Environment
653+ resource.
654+
655+ .. figure :: img/environment_and_post_processing_glow_in_2d.webp
656+ :align: center
657+ :alt: Example of using glow in a 2D scene
623658
624- Glow can be used in 2D as well. To do so, set the environment background
625- mode to **Canvas ** then enable glow as usual. You may have to decrease
626- **Glow HDR Threshold ** to see a difference.
659+ Example of using glow in a 2D scene. HDR 2D is enabled, while coins and the
660+ bullet have their **Modulate ** property increased to overbright values using the
661+ RAW mode in the color picker.
662+
663+ .. _doc_environment_and_post_processing_using_glow_to_blur_the_screen :
664+
665+ Using glow to blur the screen
666+ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
667+
668+ Glow can be used to blur the whole viewport, which is useful for background blur
669+ when a menu is open. Only 3D rendering will be affected unless the environment's
670+ background mode is set to **Canvas **. To prevent UI elements from being blurred
671+ when using the Canvas background mode, make them children of a :ref: `class_CanvasLayer `
672+ node. You can control which layers are affected by this blurring effect using the
673+ **Background > Canvas Max Layer ** property of the Environment resource.
674+
675+ To use glow as a blurring solution:
676+
677+ - Enable **Normalized ** and adjust levels according to preference. Increasing
678+ higher level indices will result in a more blurred image. It's recommended to
679+ leave a single glow level at ``1.0 `` and leave all other glow levels at
680+ ``0.0 ``, but this is not required. Note that the final appearance will vary
681+ depending on viewport resolution.
682+ - Set **Intensity ** to ``1.0 `` and **Bloom ** to ``1.0 ``.
683+ - Set the blend mode to **Replace ** and **HDR Luminance Cap ** to ``1.0 ``.
684+
685+ .. figure :: img/environment_and_post_processing_glow_blur.webp
686+ :align: center
687+ :alt: Example of using glow to blur the 2D rendering in the menu's background
688+
689+ Example of using glow to blur the 2D rendering in the menu's background
627690
628691Adjustments
629692^^^^^^^^^^^
@@ -717,7 +780,8 @@ a given range. It has an initial **Distance** with a **Transition** region
717780.. image :: img/environment_dof_far.webp
718781
719782The **Amount ** parameter controls the amount of blur. For larger blurs, tweaking
720- the **Quality ** may be needed in order to avoid artifacts.
783+ the depth of field quality in the advanced project settings may be needed to
784+ avoid artifacts.
721785
722786Depth of Field / Near Blur
723787^^^^^^^^^^^^^^^^^^^^^^^^^^
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