-
-
Notifications
You must be signed in to change notification settings - Fork 101
Description
Describe the project you are working on:
any project that uses HDR color.
Describe the problem or limitation you are having in your project:
In Godot currently we are able to use HDR colors, but it is not intuitive and you have to make the calculations manually. It would be nicer if we could enable/disable a color as a HDR and use a slider or something to increase/decrease the power separated.
Describe the feature / enhancement and how it helps to overcome the problem or limitation:
The feature would be simple as defining a new parameter to the class Color to define the HDR power, using the "raw" color picker parameter renaming to "HDR" and adding a simple HDR power slider to it.
Describe how your proposal will work, with code, pseudocode, mockups, and/or diagrams:
The class "Color" would have the HDR power parameter, multiplying the RGB channels by the power.
In the color picker we could enable/disable if the current color is HDR and if so, it would appear a slider to change the power like so:
If this enhancement will not be used often, can it be worked around with a few lines of script?:
Not with a few lines of script, as it would be needed to create a custom editor plugin, with a custom Color class and the scripts would only accept this custom Color class to use easily the HDR function.
Is there a reason why this should be core and not an add-on in the asset library?:
Because is a main feature for those that creates custom shader effects with HDR that would accept the color in HDR, as many other things.