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2 changes: 1 addition & 1 deletion doc/classes/Environment.xml
Original file line number Diff line number Diff line change
Expand Up @@ -324,7 +324,7 @@
</member>
<member name="tonemap_exposure" type="float" setter="set_tonemap_exposure" getter="get_tonemap_exposure" default="1.0">
Adjusts the brightness of values before they are provided to the tonemapper. Higher [member tonemap_exposure] values result in a brighter image. See also [member tonemap_white].
[b]Note:[/b] Values provided to the tonemapper will also be multiplied by [code]2.0[/code] and [code]1.8[/code] for [constant TONE_MAPPER_FILMIC] and [constant TONE_MAPPER_ACES] respectively to produce a similar apparent brightness as [constant TONE_MAPPER_LINEAR].
[b]Note:[/b] [member tonemap_exposure] is not available when using the Compatibility renderer with the [constant BG_CANVAS] background mode.
</member>
<member name="tonemap_mode" type="int" setter="set_tonemapper" getter="get_tonemapper" enum="Environment.ToneMapper" default="0">
The tonemapping mode to use. Tonemapping is the process that "converts" HDR values to be suitable for rendering on an LDR display. (Godot doesn't support rendering on HDR displays yet.)
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6 changes: 6 additions & 0 deletions scene/resources/environment.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1133,6 +1133,12 @@ void Environment::_validate_property(PropertyInfo &p_property) const {
}
}

if (p_property.name == "tonemap_exposure") {
if (bg_mode == BG_CANVAS && OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
}

if (p_property.name == "tonemap_white" && (tone_mapper == TONE_MAPPER_LINEAR || tone_mapper == TONE_MAPPER_AGX)) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
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