diff --git a/tutorials/3d/environment_and_post_processing.rst b/tutorials/3d/environment_and_post_processing.rst index 5f4a64ba0bc..bf4d167a24f 100644 --- a/tutorials/3d/environment_and_post_processing.rst +++ b/tutorials/3d/environment_and_post_processing.rst @@ -705,6 +705,12 @@ There are 2 ways to use glow in 2D: ``canvas_item`` shaders, so it's recommend to use it when relevant either way. + There is a `known issue `__ + where enabling 2D HDR will change how alpha blending works. Sprites with low + opacity values generally become more visible, and font rendering will look + bolder due to the low-opacity pixels from the font antialiasing becoming + more visible. This also affects the editor's own rendering. + .. _doc_environment_and_post_processing_using_glow_to_blur_the_screen: Using glow to blur the screen