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Fix glow visual compatibility regression (issue #112469)
Reverts the default value of Environment.glow_hdr_threshold from 0.0 back to 1.0 to restore the expected glow appearance in existing projects. The default was inadvertently changed from 1.0 to 0.0 in PR #110077, which caused glow effects to render dramatically different across all rendering methods (Forward+, Mobile, and GL Compatibility). This broke backward compatibility with existing projects like the Kenney 3D Platformer starter kit. Changed files: - scene/resources/environment.h - servers/rendering/storage/environment_storage.h - drivers/gles3/effects/glow.h - drivers/gles3/rasterizer_scene_gles3.cpp - doc/classes/Environment.xml Setting the value back to 1.0 aligns with documented recommendations and restores visual consistency. Fixes #112469
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5 changed files with 5 additions and 5 deletions
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@ -143,7 +143,7 @@
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<member name="glow_hdr_scale" type="float" setter="set_glow_hdr_bleed_scale" getter="get_glow_hdr_bleed_scale" default="2.0">
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The bleed scale of the HDR glow.
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</member>
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<member name="glow_hdr_threshold" type="float" setter="set_glow_hdr_bleed_threshold" getter="get_glow_hdr_bleed_threshold" default="0.0">
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<member name="glow_hdr_threshold" type="float" setter="set_glow_hdr_bleed_threshold" getter="get_glow_hdr_bleed_threshold" default="1.0">
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The lower threshold of the HDR glow. When using the Mobile rendering method (which only supports a lower dynamic range up to [code]2.0[/code]), this may need to be below [code]1.0[/code] for glow to be visible. A value of [code]0.9[/code] works well in this case. This value also needs to be decreased below [code]1.0[/code] when using glow in 2D, as 2D rendering is performed in SDR.
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</member>
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<member name="glow_intensity" type="float" setter="set_glow_intensity" getter="get_glow_intensity" default="0.3">
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@ -49,7 +49,7 @@ private:
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float glow_intensity = 1.0;
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float glow_bloom = 0.0;
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float glow_hdr_bleed_threshold = 0.0;
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float glow_hdr_bleed_threshold = 1.0;
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float glow_hdr_bleed_scale = 2.0;
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float glow_hdr_luminance_cap = 12.0;
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@ -2829,7 +2829,7 @@ void RasterizerSceneGLES3::_render_post_processing(const RenderDataGLES3 *p_rend
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bool glow_enabled = false;
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float glow_intensity = 1.0;
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float glow_bloom = 0.0;
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float glow_hdr_bleed_threshold = 0.0;
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float glow_hdr_bleed_threshold = 1.0;
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float glow_hdr_bleed_scale = 2.0;
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float glow_hdr_luminance_cap = 12.0;
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float srgb_white = 1.0;
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@ -168,7 +168,7 @@ private:
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float glow_mix = 0.05;
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float glow_bloom = 0.0;
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GlowBlendMode glow_blend_mode = GLOW_BLEND_MODE_SCREEN;
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float glow_hdr_bleed_threshold = 0.0;
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float glow_hdr_bleed_threshold = 1.0;
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float glow_hdr_bleed_scale = 2.0;
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float glow_hdr_luminance_cap = 12.0;
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float glow_map_strength = 0.8f;
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@ -103,7 +103,7 @@ private:
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float glow_bloom = 0.0;
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float glow_mix = 0.01;
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RS::EnvironmentGlowBlendMode glow_blend_mode = RS::ENV_GLOW_BLEND_MODE_SCREEN;
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float glow_hdr_bleed_threshold = 0.0;
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float glow_hdr_bleed_threshold = 1.0;
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float glow_hdr_luminance_cap = 12.0;
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float glow_hdr_bleed_scale = 2.0;
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float glow_map_strength = 0.0f; // 1.0f in GLES3 ??
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