Improve tonemapping description in Environment and post-processing

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Hugo Locurcio
2022-04-04 23:27:13 +02:00
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@@ -139,14 +139,39 @@ Tonemap
*This feature is only available when using the GLES3 backend.*
Selects the tone-mapping curve that will be applied to the scene, from a short
list of standard curves used in the film and game industry. Tone mapping can make
light and dark areas more homogeneous, even though the result is not that strong.
Tone mapping options are:
Selects the tonemapping curve that will be applied to the scene, from a
list of standard curves used in the film and game industry. Tonemapping operators
other than Linear are used to make light and dark areas more homogeneous,
while also avoiding clipping of bright highlights.
- **Mode:** Tone mapping mode, which can be Linear, Reindhart, Filmic, or Aces.
- **Exposure:** Tone mapping exposure which simulates amount of light received over time.
- **White:** Tone mapping white, which simulates where in the scale white is located (by default 1.0).
The tone mapping options are:
- **Mode:** The tone mapping mode to use.
- **Linear:** The default tonemapping mode. This is the fastest and simplest
tonemapping operator, but it causes bright lighting to look blown out, with
noticeable clipping in the output colors.
- **Reinhardt:** Performs a variation on rendered pixels' colors by this
formula: ``color = color / (1 + color)``. This avoids clipping bright
highlights, but the resulting image can look a bit dull.
- **Filmic:** This avoids clipping bright highlights, with a resulting image
that usually looks more vivid than Reinhardt.
- **ACES:** 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 Reinhardt and Filmic.
ACES is the recommended option when aiming for photorealistic visuals.
This tonemapping mode was called "ACES Fitted" in Godot 3.x.
- **Exposure:** Tone mapping exposure which simulates amount of light received
over time (default: ``1.0``). Higher values result in an overall brighter appearance.
If the scene appears too dark as a result of a tonemapping operator or whitepoint
change, try increasing this value slightly.
- **White:** Tone mapping whitepoint, which simulates where in the scale white is
located (default: ``1.0``). For photorealistic lighting, recommended values are
between ``6.0`` and ``8.0``. Higher values result in less blown out highlights,
but make the scene appear slightly darker as a whole.
Auto Exposure (HDR)
^^^^^^^^^^^^^^^^^^^