Open reimgrab opened 3 weeks ago
Can you test the latest master
branch, now that https://github.com/godotengine/godot/pull/92444 was merged?
Not fixed in v4.3.beta.custom_build [e96ad5af9].
As the OP says, the canvas_modulate just needs to be converted to linear in canvas_render_items()
before it is passed to the shader
I tried to convert the values in CanvasModulate from sRGB to linear but then I got this seemingly weird result. I'm new to the project and I'm not quite sure if this is the expected behavior: 2D HDR off
2D HDR on
Did you restart the editor after switching to HDR?
Tested versions
Reproducible in 4.2.2 Not reproducible in 3.x
System information
Godot v4.2.2.stable.mono - Ubuntu 22.04.4 LTS 22.04 - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1050 Ti (nvidia; 535.171.04) - Intel(R) Core(TM) i5-6600 CPU @ 3.30GHz (4 Threads)
Issue description
When using a CanvasModulate with 2D HDR enabled the modulate color is too bright. Modulate color 1, 1, 1, 255:![cm](https://github.com/godotengine/godot/assets/11878694/2084cd97-1824-4acc-83c1-7446d4062428)
The color should be converted to linear space to get similar results to a CanvasModulate without 2D HDR enabled.
Steps to reproduce
-Add Sprite to project -Add CanvasModulate to project -Set modulate color to anything besides pure black or white -Compare 2D HDR enabled to disabled
Minimal reproduction project (MRP)
cm_mrp.zip