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HDR 2D affects 3D glow and BCS #107682

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@allenwp

Description

@allenwp

Tested versions

Reproducible in v4.4.1.stable.official [49a5bc7]

System information

Godot v4.4.1.stable - Windows 11 (build 26100) - Multi-window, 2 monitors - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 980 Ti (NVIDIA; 32.0.15.6109) - 13th Gen Intel(R) Core(TM) i7-13700K (24 threads)

Issue description

Edit: Originally I included color correction in this bug report, but have removed it and created a separate issue for this specific case.

Turning on and off the rendering/viewport/hdr_2d project setting affects the appearance of 3D scenes that make use of the Glow and BCS (Brightness, Contrast, Saturation) effects.

Environment Effect HDR 2D Disabled HDR 2D Enabled
Glow (Additive) Image Image
Contrast and Saturation Image Image

Steps to reproduce

  1. Set up a 3D scene with Glow or BCS (Brightness, Contrast, Saturation) effects.
  2. Turn on and off the rendering/viewport/hdr_2d project setting and note that the appearance of the 3D scene changes.

Note: If using the Glow effect, the issue will only occur with Additive, Screen, and Softlight blend modes.

Minimal reproduction project (MRP)

hdr-2d-affects-3d.zip

Proposed Solution(s)

If I were to re-write the Vulkan rendering methods I would have them to be something like this, which resolves this issue but changes the appearance of these Environment effects for some configurations:

Work-in-progress branch: https://github.com/allenwp/godot/tree/vulkan-linear-bcs-glow

Note: It is necessary to change the appearance in some configurations to fix this bug.

I'm still digging into exactly how these changes should be made to be future-proof with support for #94496 in mind. This work-in-progress branch is based off of the existing PR #106962.

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