Skip to content

Document known issues with HDR 2D alpha blending in Environment and post-processing #10798

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Open
wants to merge 1 commit into
base: master
Choose a base branch
from
Open
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
6 changes: 6 additions & 0 deletions tutorials/3d/environment_and_post_processing.rst
Original file line number Diff line number Diff line change
Expand Up @@ -705,6 +705,12 @@ There are 2 ways to use glow in 2D:
``canvas_item`` shaders, so it's recommend to use it when relevant either
way.

There is a `known issue <https://github.com/godotengine/godot/issues/80868>`__
where enabling 2D HDR will change how alpha blending works. Sprites with low
opacity values generally become more visible, and font rendering will look
bolder due to the low-opacity pixels from the font antialiasing becoming
more visible. This also affects the editor's own rendering.

.. _doc_environment_and_post_processing_using_glow_to_blur_the_screen:

Using glow to blur the screen
Expand Down
Loading