From 1f363c7ba491d9622428d74625e0bb68202edf74 Mon Sep 17 00:00:00 2001 From: Allen Pestaluky Date: Tue, 29 Jul 2025 15:56:24 -0400 Subject: [PATCH] Update HDR 2D documentation to include Compatibility support. --- doc/classes/RenderingServer.xml | 3 +-- doc/classes/Viewport.xml | 3 +-- 2 files changed, 2 insertions(+), 4 deletions(-) diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index 2d983b0522d..981ae93c633 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -4240,8 +4240,7 @@ - If [code]true[/code], 2D rendering will use a high dynamic range (HDR) format framebuffer matching the bit depth of the 3D framebuffer. When using the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while when using the Mobile renderer it will be an [code]RGB10_A2[/code] framebuffer. Additionally, 2D rendering will take place in linear color space and will be converted to sRGB space immediately before blitting to the screen (if the Viewport is attached to the screen). Practically speaking, this means that the end result of the Viewport will not be clamped into the [code]0-1[/code] range and can be used in 3D rendering without color space adjustments. This allows 2D rendering to take advantage of effects requiring high dynamic range (e.g. 2D glow) as well as substantially improves the appearance of effects requiring highly detailed gradients. This setting has the same effect as [member Viewport.use_hdr_2d]. - [b]Note:[/b] This setting will have no effect when using the Compatibility renderer, which always renders in low dynamic range for performance reasons. + If [code]true[/code], 2D rendering will use a high dynamic range (HDR) format framebuffer matching the bit depth of the 3D framebuffer. When using the Forward+ or Compatibility rendering method this will be an [code]RGBA16[/code] framebuffer, while when using the Mobile rendering method it will be an [code]RGB10_A2[/code] framebuffer. Additionally, 2D rendering will take place in linear color space and will be converted to sRGB space immediately before blitting to the screen (if the Viewport is attached to the screen). Practically speaking, this means that the end result of the Viewport will not be clamped into the [code]0-1[/code] range and can be used in 3D rendering without color space adjustments. This allows 2D rendering to take advantage of effects requiring high dynamic range (e.g. 2D glow) as well as substantially improves the appearance of effects requiring highly detailed gradients. This setting has the same effect as [member Viewport.use_hdr_2d]. diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index 9fb4de8e8ab..5996d165884 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -449,8 +449,7 @@ See also [member ProjectSettings.rendering/anti_aliasing/quality/use_debanding] and [method RenderingServer.viewport_set_use_debanding]. - If [code]true[/code], 2D rendering will use a high dynamic range (HDR) format framebuffer matching the bit depth of the 3D framebuffer. When using the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while when using the Mobile renderer it will be an [code]RGB10_A2[/code] framebuffer. Additionally, 2D rendering will take place in linear color space and will be converted to sRGB space immediately before blitting to the screen (if the Viewport is attached to the screen). Practically speaking, this means that the end result of the Viewport will not be clamped into the [code]0-1[/code] range and can be used in 3D rendering without color space adjustments. This allows 2D rendering to take advantage of effects requiring high dynamic range (e.g. 2D glow) as well as substantially improves the appearance of effects requiring highly detailed gradients. - [b]Note:[/b] This setting will have no effect when using the Compatibility renderer, which always renders in low dynamic range for performance reasons. + If [code]true[/code], 2D rendering will use a high dynamic range (HDR) format framebuffer matching the bit depth of the 3D framebuffer. When using the Forward+ or Compatibility rendering method this will be an [code]RGBA16[/code] framebuffer, while when using the Mobile rendering method it will be an [code]RGB10_A2[/code] framebuffer. Additionally, 2D rendering will take place in linear color space and will be converted to sRGB space immediately before blitting to the screen (if the Viewport is attached to the screen). Practically speaking, this means that the end result of the Viewport will not be clamped into the [code]0-1[/code] range and can be used in 3D rendering without color space adjustments. This allows 2D rendering to take advantage of effects requiring high dynamic range (e.g. 2D glow) as well as substantially improves the appearance of effects requiring highly detailed gradients. If [code]true[/code], [OccluderInstance3D] nodes will be usable for occlusion culling in 3D for this viewport. For the root viewport, [member ProjectSettings.rendering/occlusion_culling/use_occlusion_culling] must be set to [code]true[/code] instead.