diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml
index 8c265098126..de3295fbe04 100644
--- a/doc/classes/Environment.xml
+++ b/doc/classes/Environment.xml
@@ -414,7 +414,7 @@
Linear tonemapper operator. Reads the linear data and passes it on unmodified. This can cause bright lighting to look blown out, with noticeable clipping in the output colors.
- Reinhardt tonemapper operator. Performs a variation on rendered pixels' colors by this formula: [code]color = color / (1 + color)[/code]. This avoids clipping bright highlights, but the resulting image can look a bit dull.
+ Reinhard tonemapper operator. Performs a variation on rendered pixels' colors by this formula: [code]color = color * (1 + color / (white * white)) / (1 + color)[/code]. This avoids clipping bright highlights, but the resulting image can look a bit dull. When [member tonemap_white] is left at the default value of [code]1.0[/code] this is identical to [constant TONE_MAPPER_LINEAR] while also being slightly less performant.
Filmic tonemapper operator. This avoids clipping bright highlights, with a resulting image that usually looks more vivid than [constant TONE_MAPPER_REINHARDT].
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 144f78349f4..4b2ce6f45ee 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -5219,7 +5219,7 @@
Output color as they came in. This can cause bright lighting to look blown out, with noticeable clipping in the output colors.
- Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors by this formula: [code]color = color / (1 + color)[/code]. This avoids clipping bright highlights, but the resulting image can look a bit dull.
+ Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors by this formula: [code]color = color * (1 + color / (white * white)) / (1 + color)[/code]. This avoids clipping bright highlights, but the resulting image can look a bit dull. When [member Environment.tonemap_white] is left at the default value of [code]1.0[/code] this is identical to [constant ENV_TONE_MAPPER_LINEAR] while also being slightly less performant.
Use the filmic tonemapper. This avoids clipping bright highlights, with a resulting image that usually looks more vivid than [constant ENV_TONE_MAPPER_REINHARD].
diff --git a/drivers/gles3/shaders/tonemap_inc.glsl b/drivers/gles3/shaders/tonemap_inc.glsl
index fb915aeb383..6738bdf748c 100644
--- a/drivers/gles3/shaders/tonemap_inc.glsl
+++ b/drivers/gles3/shaders/tonemap_inc.glsl
@@ -76,8 +76,12 @@ vec3 tonemap_aces(vec3 color, float p_white) {
return color_tonemapped / p_white_tonemapped;
}
+// Based on Reinhard's extended formula, see equation 4 in https://doi.org/cjbgrt
vec3 tonemap_reinhard(vec3 color, float p_white) {
- return (p_white * color + color) / (color * p_white + p_white);
+ float white_squared = p_white * p_white;
+ vec3 white_squared_color = white_squared * color;
+ // Equivalent to color * (1 + color / white_squared) / (1 + color)
+ return (white_squared_color + color * color) / (white_squared_color + white_squared);
}
#define TONEMAPPER_LINEAR 0
@@ -85,7 +89,7 @@ vec3 tonemap_reinhard(vec3 color, float p_white) {
#define TONEMAPPER_FILMIC 2
#define TONEMAPPER_ACES 3
-vec3 apply_tonemapping(vec3 color, float p_white) { // inputs are LINEAR, always outputs clamped [0;1] color
+vec3 apply_tonemapping(vec3 color, float p_white) { // inputs are LINEAR
// Ensure color values passed to tonemappers are positive.
// They can be negative in the case of negative lights, which leads to undesired behavior.
if (tonemapper == TONEMAPPER_LINEAR) {
diff --git a/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
index 841f02f673e..fa3b45a9627 100644
--- a/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
@@ -256,8 +256,12 @@ vec3 tonemap_aces(vec3 color, float white) {
return color_tonemapped / white_tonemapped;
}
+// Based on Reinhard's extended formula, see equation 4 in https://doi.org/cjbgrt
vec3 tonemap_reinhard(vec3 color, float white) {
- return (white * color + color) / (color * white + white);
+ float white_squared = white * white;
+ vec3 white_squared_color = white_squared * color;
+ // Equivalent to color * (1 + color / white_squared) / (1 + color)
+ return (white_squared_color + color * color) / (white_squared_color + white_squared);
}
vec3 linear_to_srgb(vec3 color) {
@@ -272,7 +276,7 @@ vec3 linear_to_srgb(vec3 color) {
#define TONEMAPPER_FILMIC 2
#define TONEMAPPER_ACES 3
-vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR, always outputs clamped [0;1] color
+vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR
// Ensure color values passed to tonemappers are positive.
// They can be negative in the case of negative lights, which leads to undesired behavior.
if (params.tonemapper == TONEMAPPER_LINEAR) {