If true, the viewport rendering will receive benefits from High Dynamic Range algorithm. High Dynamic Range allows the viewport to receive values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it does not store the full range of a floating point number.
Note: Requires usage to be set to constantUSAGE_3D or constantUSAGE_3D_NO_EFFECTS, since HDR is not supported for 2D.
If true, the viewport rendering will receive benefits from High Dynamic Range algorithm. High Dynamic Range allows the viewport to receive values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it does not store the full range of a floating point number. Note: Requires usage to be set to constant USAGE_3D or constant USAGE_3D_NO_EFFECTS, since HDR is not supported for 2D.