Merge pull request #8285 from Calinou/environment-glow-2d

Document glow in 2D in Environment and post-processing
This commit is contained in:
Max Hilbrunner
2023-10-21 18:35:49 +02:00
committed by GitHub
4 changed files with 78 additions and 11 deletions

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@@ -142,6 +142,8 @@ Rendering
- GPU-based :ref:`particles <doc_particle_systems_2d>` with support for
:ref:`custom particle shaders <doc_particle_shader>`.
- CPU-based particles.
- Optional :ref:`2D HDR rendering <doc_environment_and_post_processing_using_glow_in_2d>`
for better glow capabilities.
2D tools
--------
@@ -340,6 +342,7 @@ Rendering
- Glow/bloom with optional bicubic upscaling and several blend modes available:
Screen, Soft Light, Add, Replace, Mix.
- Glow can have a colored dirt map texture, acting as a lens dirt effect.
- Glow can be :ref:`used as a screen-space blur effect <doc_environment_and_post_processing_using_glow_to_blur_the_screen>`.
- Color correction using a one-dimensional ramp or a 3D LUT texture.
- Roughness limiter to reduce the impact of specular aliasing.
- Brightness, contrast and saturation adjustments.

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@@ -88,9 +88,9 @@ Camera attributes
adjusting those properties independently of other Environment settings more
easily.
The :ref:`class_CameraAttributes` resource stores exposure and depth of field information. It
also allows enabling automatic exposure adjustments depending on scene
brightness.
The :ref:`class_CameraAttributes` resource stores exposure and depth of field
information. It also allows enabling automatic exposure adjustments depending on
scene brightness.
There are two kinds of CameraAttribute resources available:
@@ -152,7 +152,9 @@ There are several background modes available:
- **Sky** lets you define a background sky material (see below). By default,
objects in the scene will reflect this sky material and absorb ambient light
from it.
- **Canvas** displays the 2D scene as a background to the 3D scene.
- **Canvas** displays the 2D scene as a background to the 3D scene. This can be used
to make environment effects visible on 2D rendering, such as
:ref:`glow in 2D <doc_environment_and_post_processing_using_glow_in_2d>`.
- **Keep** does not draw any sky, keeping what was present on previous frames
instead. This improves performance in purely indoor scenes, but creates a
"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
Glow
^^^^
*This feature is only available when using the Forward+ and Mobile backends, not
Compatibility.*
In photography and film, when light amount exceeds the maximum *luminance*
(brightness) supported by the media, it generally bleeds outwards to darker
regions 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:
an all around.
- **Softlight** is the default and weakest one, producing only a subtle color
disturbance around the objects. This mode works best on dark scenes.
- **Replace** can be used to blur the whole screen or debug the effect. It only
shows the glow effect without the image below.
- **Replace** can be used to
:ref:`blur the whole screen <doc_environment_and_post_processing_using_glow_to_blur_the_screen>`
or debug the effect. It only shows the glow effect without the image below.
- **Mix** mixes the glow effect with the main image. This can be used for
greater artistic control. The mix factor is controlled by the **Mix** property
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:
.. image:: img/environment_glow_map.webp
.. note::
.. _doc_environment_and_post_processing_using_glow_in_2d:
Glow can be used in 2D as well. To do so, set the environment background
mode to **Canvas** then enable glow as usual. You may have to decrease
**Glow HDR Threshold** to see a difference.
Using glow in 2D
^^^^^^^^^^^^^^^^
There are 2 ways to use glow in 2D:
- Since Godot 4.2, you can enable HDR for 2D rendering when using the Forward+
and Mobile rendering methods. This has a performance cost, but it allows for a
greater dynamic range. This also allows you to control which objects glow
using their individual **Modulate** or **Self Modulate** properties (use the
RAW mode in the color picker). Enabling HDR can also reduce banding in the 2D
rendering output.
- To enable HDR in 2D, open the Project Settings, enable
**Rendering > Viewport > HDR 2D** then restart the editor.
- If you want to maximize performance, you can leave HDR disabled for 2D
rendering. However, you will have less control on which objects glow.
- Enable glow, set the environment background mode to **Canvas** then decrease
**Glow HDR Threshold** so that pixels that are not overbright will still
glow. To prevent UI elements from glowing, make them children of a
:ref:`class_CanvasLayer` node. You can control which layers are affected by
glow using the **Background > Canvas Max Layer** property of the Environment
resource.
.. figure:: img/environment_and_post_processing_glow_in_2d.webp
:align: center
:alt: Example of using glow in a 2D scene
Example of using glow in a 2D scene. HDR 2D is enabled, while coins and the
bullet have their **Modulate** property increased to overbright values using the
RAW mode in the color picker.
.. _doc_environment_and_post_processing_using_glow_to_blur_the_screen:
Using glow to blur the screen
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Glow can be used to blur the whole viewport, which is useful for background blur
when a menu is open. Only 3D rendering will be affected unless the environment's
background mode is set to **Canvas**. To prevent UI elements from being blurred
when using the Canvas background mode, make them children of a :ref:`class_CanvasLayer`
node. You can control which layers are affected by this blurring effect using the
**Background > Canvas Max Layer** property of the Environment resource.
To use glow as a blurring solution:
- Enable **Normalized** and adjust levels according to preference. Increasing
higher level indices will result in a more blurred image. It's recommended to
leave a single glow level at ``1.0`` and leave all other glow levels at
``0.0``, but this is not required. Note that the final appearance will vary
depending on viewport resolution.
- Set **Intensity** to ``1.0`` and **Bloom** to ``1.0``.
- Set the blend mode to **Replace** and **HDR Luminance Cap** to ``1.0``.
.. figure:: img/environment_and_post_processing_glow_blur.webp
:align: center
:alt: Example of using glow to blur the 2D rendering in the menu's background
Example of using glow to blur the 2D rendering in the menu's background
Adjustments
^^^^^^^^^^^
@@ -717,7 +780,8 @@ a given range. It has an initial **Distance** with a **Transition** region
.. image:: img/environment_dof_far.webp
The **Amount** parameter controls the amount of blur. For larger blurs, tweaking
the **Quality** may be needed in order to avoid artifacts.
the depth of field quality in the advanced project settings may be needed to
avoid artifacts.
Depth of Field / Near Blur
^^^^^^^^^^^^^^^^^^^^^^^^^^

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