Remove clamping from LinearToSRGB visual shader node. #113956
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I've also updated related docs and moved clamping outside of other
linear_to_srgbfunctions to stop the spread of unnecessary clamping to other parts of the code and prevent this sort of issue from happening again in the future.This PR may affect existing projects that depend on this clamping. To achieve the existing behaviour after this PR is merged, simply use the existing
Clampvisual shader node to clamp to the range of [0, 1].Note: the HDR output PR will remove clamping from the SMAA shader, but since this change is only needed by the HDR output PR, I'm leaving the behaviour as-is in this PR.