Add AgX tonemapper option to Environment
Technical implementation notes:
- Moved linearization step to before the outset matrix is applied and
changed polynomial contrast curve approximation.
- This does *not* implement Blender's chroma rotation to address hue shift.
This hue rotation was found to have a significant performance impact.
- Improved performance by combining the AgX outset matrix with the Rec 2020 matrix.
Co-authored-by: Allen Pestaluky <allenpestaluky@gmail.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
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Use the Academy Color Encoding System tonemapper. ACES is slightly more expensive than other options, but it handles bright lighting in a more realistic fashion by desaturating it as it becomes brighter. ACES typically has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].
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[b]Note:[/b] This tonemapping operator is called "ACES Fitted" in Godot 3.x.
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</constant>
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<constant name="ENV_TONE_MAPPER_AGX" value="4" enum="EnvironmentToneMapper">
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Use the AgX tonemapper. AgX is slightly more expensive than other options, but it handles bright lighting in a more realistic fashion by desaturating it as it becomes brighter. AgX is less likely to darken parts of the scene compared to [constant ENV_TONE_MAPPER_ACES], and can match [constant ENV_TONE_MAPPER_FILMIC] more closely.
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</constant>
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<constant name="ENV_SSR_ROUGHNESS_QUALITY_DISABLED" value="0" enum="EnvironmentSSRRoughnessQuality">
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Lowest quality of roughness filter for screen-space reflections. Rough materials will not have blurrier screen-space reflections compared to smooth (non-rough) materials. This is the fastest option.
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</constant>
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