diff --git a/tutorials/migrating/upgrading_to_godot_4.rst b/tutorials/migrating/upgrading_to_godot_4.rst index 0382520b7..57f7b99f7 100644 --- a/tutorials/migrating/upgrading_to_godot_4.rst +++ b/tutorials/migrating/upgrading_to_godot_4.rst @@ -71,9 +71,10 @@ in future Godot releases: manually change it to GodotPhysics. There are no plans to re-add Bullet physics in core, but a third-party add-on could be created for it thanks to GDExtension. -- Rendering in 2D is no longer performed in HDR, which means "overbright" - modulate values have no visible effect. This is planned to be restored at some - point in the future. +- By default, rendering in 2D is no longer performed in HDR, which means + "overbright" modulate values have no visible effect. Since Godot 4.2, you can + enable the project setting :ref:`HDR 2D` + to perform 2D rendering in HDR. See also :ref:`doc_environment_and_post_processing_using_glow_in_2d`. - While rendering still happens in HDR in 3D when using the Forward Plus or Forward Mobile backends, Viewports cannot return HDR data anymore. This is planned to be restored at some point in the future.