diff --git a/tutorials/3d/environment_and_post_processing.rst b/tutorials/3d/environment_and_post_processing.rst index 3b24e1af9d8..007a51067ff 100644 --- a/tutorials/3d/environment_and_post_processing.rst +++ b/tutorials/3d/environment_and_post_processing.rst @@ -660,6 +660,18 @@ There are 2 ways to use glow in 2D: bullet have their **Modulate** property increased to overbright values using the RAW mode in the color picker. +.. warning:: + + The 2D renderer renders in linear color space if the + **Rendering > Viewport > HDR 2D** project setting is enabled, so + ``source_color`` must also be used for uniform samplers that are + used as color input in ``canvas_item`` shaders. If this is not done, + the texture will appear washed out. + + If 2D HDR is disabled, ``source_color`` will keep working correctly in + ``canvas_item`` shaders, so it's recommend to use it when relevant either + way. + .. _doc_environment_and_post_processing_using_glow_to_blur_the_screen: Using glow to blur the screen diff --git a/tutorials/shaders/shader_reference/shading_language.rst b/tutorials/shaders/shader_reference/shading_language.rst index 2f7db8f1f87..84e979b2878 100644 --- a/tutorials/shaders/shader_reference/shading_language.rst +++ b/tutorials/shaders/shader_reference/shading_language.rst @@ -760,9 +760,18 @@ used, and how the editor should allow users to modify it. uniform vec4 other_color : source_color = vec4(1.0); // Default values go after the hint. uniform sampler2D image : source_color; -It's important to understand that textures that are supplied as color require -hints for proper sRGB->linear conversion (i.e. ``source_color``), as Godot's 3D -engine renders in linear color space. +It's important to understand that textures *that are supplied as color* require +hints for proper sRGB -> linear conversion (i.e. ``source_color``), as Godot's +3D engine renders in linear color space. If this is not done, the texture will +appear washed out. + +.. note:: + + The 2D renderer also renders in linear color space if the + **Rendering > Viewport > HDR 2D** project setting is enabled, so + ``source_color`` must also be used in ``canvas_item`` shaders. If 2D HDR is + disabled, ``source_color`` will keep working correctly in ``canvas_item`` + shaders, so it's recommend to use it either way. Full list of hints below: