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CanvasItem Modulate values above 1.0 are clipped #75153
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The same optimization is also used in 2D rendering as of 4.0, which is why setting Modulate above 1 on any 2D node looks the same as modulate = 1. Note that even if overbright modulate could be used in 2D, glow in 2D isn't expected to work unless you decrease HDR Threshold below 1.0. |
A couple questions / comments:
Feel free to close this bug / mark as duplicate for #62110. |
The same workaround should be usable in 2D. HDR glow is planned to be readded in 2D at some point, but it needs to be rethought to support HDR displays (so we can't use the same approach as 3.x, which was too limited to provide this). This will most likely involve having an option to perform 2D rendering like 3D, with tonemapping and linear texture inputs.
The documentation aspect for CanvasItem |
This is the same core issue as #62110 The problem is that 2D rendering is always in LDR. Copying Reduz' explanation here:
|
Godot version
v4.0.stable.official [92bee43]
System information
Windows 11 [Vulkan]
Issue description
Adding glow to particles (CPU/GPU are both affected) via the WorldEnvironment node appears to not be working correctly in Godot 4.0.
Setting the particle's modulate property to a color which exceeds the 1.0 HDR threshold does not result in any glow being applied to the particles.
Steps to reproduce
Following these steps, it can be observed that the particles do not glow. However, they will glow if you crank up the particle count to something like 100,000 for some reason - despite the raw color value being less than the HDR threshold. For some reason this behaviour seems incorrect for color values in the [0 < x < 1.0] range, and is simply ignored for raw color values > 1.0.
Minimal reproduction project
Reproduction is quite straightforward and quick to set up, and probably doesn't warrant adding a reproduction project.
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