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Merge pull request #10716 from allenwp/update-tonemap-docs
Update Tonemap docs in Environment and post-processing page
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tutorials/3d/environment_and_post_processing.rst

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@@ -318,39 +318,46 @@ being affected by the lights that traverse the fog.
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Tonemap
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~~~~~~~
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Tonemap selects the tonemapping curve that will be applied to the scene, from a
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list of standard curves used in the film and game industries. Tonemapping operators
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other than Linear are used to make light and dark areas more homogeneous,
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while also avoiding clipping of bright highlights.
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Tonemap selects the tonemapping algorithm that will be applied to the scene, from a
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list of standard algorithms used in the film and game industries. Tonemapping modes
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other than **Linear** are used to make light and dark areas more homogeneous,
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while also avoiding clipping of bright highlights. Each algorithm has a different
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performance characteristic that should be considered when choosing your tonemapper.
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The tone mapping options are:
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- **Mode:** The tone mapping mode to use.
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- **Linear:** The default tonemapping mode. This is the fastest and simplest
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tonemapping operator, but it causes bright lighting to look blown out, with
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noticeable clipping in the output colors.
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- **Reinhardt:** Performs a variation on rendered pixels' colors by this
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formula: ``color = color / (1 + color)``. This avoids clipping bright
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highlights, but the resulting image can look a bit dull.
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- **Filmic:** This avoids clipping bright highlights, with a resulting image
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that usually looks more vivid than Reinhardt.
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- **ACES:** Academy Color Encoding System tonemapper.
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ACES is slightly more expensive than other options, but it handles
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bright lighting in a more realistic fashion by desaturating it as it becomes brighter.
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ACES typically has a more contrasted output compared to Reinhardt and Filmic.
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ACES is the recommended option when aiming for photorealistic visuals.
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This tonemapping mode was called "ACES Fitted" in Godot 3.x.
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- **Exposure:** Tone mapping exposure which simulates amount of light received
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over time (default: ``1.0``). Higher values result in an overall brighter appearance.
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If the scene appears too dark as a result of a tonemapping operator or whitepoint
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change, try increasing this value slightly.
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- **White:** Tone mapping whitepoint, which simulates where in the scale white is
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located (default: ``1.0``). For photorealistic lighting, recommended values are
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between ``6.0`` and ``8.0``. Higher values result in less blown out highlights,
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but make the scene appear slightly darker as a whole.
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- **Mode:** The tonemapping mode to use.
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- **Linear:** Does not modify color data, resulting in a linear tonemapping
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curve which unnaturally clips bright values, causing bright lighting to
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look blown out. The simplest and fastest tonemapper.
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- **Reinhard:** A simple tonemapping curve that rolls off bright values to
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prevent clipping. This results in an image that can appear dull and low
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contrast. Slower than Linear. When **White** is left at the default
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value of ``1.0``, Reinhard produces an identical image to Linear.
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- **Filmic:** Uses a film-like tonemapping curve to prevent clipping of
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bright values and provide better contrast than Reinhard. Slightly slower
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than Reinhard.
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- **ACES:** Uses a high-contrast film-like tonemapping curve and desaturates
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bright values for a more realistic appearance. Slightly slower than Filmic.
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- **AgX:** Uses a film-like tonemapping curve and desaturates bright values
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for a more realistic appearance. Better than other tonemappers at
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maintaining the hue of colors as they become brighter. The slowest
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tonemapping option. **White** is fixed at a value of ``16.29``,
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which makes AgX unsuitable for use with the Mobile rendering method.
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- **Exposure:** Adjusts the brightness of values before they are provided to
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the tonemapper. Higher **Exposure** values result in a brighter image.
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Values provided to the tonemapper will also be multiplied by ``2.0``
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and ``1.8`` for **Filmic** and **ACES** respectively to produce a similar
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apparent brightness as Linear.
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- **White:** The white reference value for tonemapping, which indicates where
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bright white is located in the scale of values provided to the tonemapper.
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For photorealistic lighting, recommended values are between ``6.0`` and
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``8.0``. Higher values result in less blown out highlights, but may make the
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scene appear lower contrast. **White** is not available when using
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**Linear** or **AgX**.
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Mid- and post-processing effects
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