After tonemapping and fog changes, the level's visuals tended to
suffer from black crush. This is mostly resolved by brightening
indirect energy from GIProbe and ReflectionProbe.
This allows running the TPS demo on a greater range of devices
and platforms, while also allowing its use for GLES2 renderer testing.
Several automatic adjustments are made to ensure it looks as good
as possible (within the limitations of GLES2 and the lack of baked
lightmaps).
Physics interpolation was disabled on the reactor core as it caused
visual glitches. It was also disabled on the forklight as it's
actually moved in `_process` (the engine was printing warnings
about it).
- Use the new ACES Fitted tonemapping for physically correct behavior
of glowing lights.
- Decrease overall saturation and contrast for a less jarring appearance.
This should improve performance noticeably.
While it's nice to have depth of field when aiming, the performance
impact on most hardware is too high to be worth it.
This incorporates settings from
https://github.com/godotengine/godot/pull/34798 into the TPS demo.
The exposure was increased to make up for the overall darker scene.
Glow settings were also changed to make glow less strong.
Remove reference to Tile_Steel.material. The bug will happen again
next time the .blend is exported though, someone familiar with Blender
should fix it there.