diff --git a/tutorials/3d/environment_and_post_processing.rst b/tutorials/3d/environment_and_post_processing.rst
index 0785f2f0c..f6ca1d865 100644
--- a/tutorials/3d/environment_and_post_processing.rst
+++ b/tutorials/3d/environment_and_post_processing.rst
@@ -173,6 +173,11 @@ The tone mapping options are:
between ``6.0`` and ``8.0``. Higher values result in less blown out highlights,
but make the scene appear slightly darker as a whole.
+.. seealso::
+
+ See :ref:`doc_physical_light_and_camera_units` if you wish to use real world
+ units to configure your camera's exposure, field of view and depth of field.
+
Auto Exposure (HDR)
^^^^^^^^^^^^^^^^^^^
diff --git a/tutorials/3d/img/physical_light_units_color_temperature_chart.webp b/tutorials/3d/img/physical_light_units_color_temperature_chart.webp
new file mode 100644
index 000000000..f06f3f884
Binary files /dev/null and b/tutorials/3d/img/physical_light_units_color_temperature_chart.webp differ
diff --git a/tutorials/3d/index.rst b/tutorials/3d/index.rst
index ae9b30b5d..9e0c23a93 100644
--- a/tutorials/3d/index.rst
+++ b/tutorials/3d/index.rst
@@ -10,6 +10,7 @@
3d_rendering_limitations
standard_material_3d
lights_and_shadows
+ physical_light_and_camera_units
reflection_probes
gi_probes
baked_lightmaps
diff --git a/tutorials/3d/lights_and_shadows.rst b/tutorials/3d/lights_and_shadows.rst
index a14bed8f3..fb766abaf 100644
--- a/tutorials/3d/lights_and_shadows.rst
+++ b/tutorials/3d/lights_and_shadows.rst
@@ -41,6 +41,11 @@ Each one has a specific function:
If you don't want disabled objects to cast shadows, adjust the ``cast_shadow`` property on the
GeometryInstance to the desired value.
+.. seealso::
+
+ See :ref:`doc_physical_light_and_camera_units` if you wish to use real world
+ units to configure your lights' intensity and color temperature.
+
Shadow mapping
^^^^^^^^^^^^^^
diff --git a/tutorials/3d/physical_light_and_camera_units.rst b/tutorials/3d/physical_light_and_camera_units.rst
new file mode 100644
index 000000000..a41f0a50a
--- /dev/null
+++ b/tutorials/3d/physical_light_and_camera_units.rst
@@ -0,0 +1,279 @@
+.. _doc_physical_light_and_camera_units:
+
+Physical light and camera units
+===============================
+
+Why use physical light and camera units?
+----------------------------------------
+
+Godot uses arbitrary units for many physical properties that apply to light like
+color, energy, camera field of view, and exposure. By default, these properties
+use arbitrary units, because using accurate physical units comes with a few
+tradeoffs that aren't worth it for many games. As Godot favors ease of use by
+default, physical light units are disabled by default.
+
+Advantages of physical units
+^^^^^^^^^^^^^^^^^^^^^^^^^^^^
+
+If you aim for photorealism in your project, using real world units as a basis
+can help make things easier to adjust. References for real world materials,
+lights and scene brightness are wildly available on websites such as
+`Physically Based `__.
+
+Using real world units in Godot can also be useful when porting a scene from
+other 3D software that uses physical light units (such as Blender).
+
+Disadvantages of physical units
+^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
+
+The biggest disadvantage of using physical light units is you will have to pay
+close attention to the dynamic range in use at a given time. You can run into
+floating point precision errors when mixing very high light intensities with
+very low light intensities.
+
+In practice, this means that you will have to manually manage your exposure
+settings to ensure that you aren't over-exposing or under-exposing your scene
+too much. Auto-exposure can help you balance the light in a scene to bring it
+into a normal range, but it can't recover lost precision from a dynamic range
+that is too high.
+
+Using physical light and camera units will not automatically make your project
+look *better*. Sometimes, moving away from realism can actually make a scene
+look better to the human eye. Also, using physical units requires a greater
+amount of rigor compared to non-physical units. Most benefits of physical units
+can only be obtained if the units are correctly set to match real world
+reference.
+
+.. note::
+
+ Physical light units are only available in 3D rendering, not 2D.
+
+Setting up physical light units
+-------------------------------
+
+Physical light units can be enabled separately from physical camera units.
+
+To enable physical light units correctly, there are 4 steps required:
+
+1. Enable the project setting.
+2. Configure the camera.
+3. Configure the environment.
+4. Configure Light3D nodes.
+
+Since physical light and camera units only require a handful of calculations to
+handle unit conversion, enabling them doesn't have any noticeable performance
+impact on the CPU. However, on the GPU side, physical camera units currently
+enforce depth of field. This has a moderate performance impact. To alleviate
+this performance impact, depth of field quality can be decreased in the advanced
+Project Settings.
+
+Enable the project setting
+^^^^^^^^^^^^^^^^^^^^^^^^^^
+
+Open the Project Settings, enable the **Advanced** toggle then enable
+**Rendering > Lights And Shadows > Use Physical Light Units**. Restart the editor.
+
+Configure the camera
+^^^^^^^^^^^^^^^^^^^^
+
+.. warning::
+
+ When physical light units are enabled and if you have a WorldEnvironment
+ node in your scene (i.e. the editor Environment is disabled), you **must**
+ have a :ref:`class_CameraAttributes` resource assigned to the
+ WorldEnvironment node. Otherwise, the 3D editor viewport will appear
+ extremely bright if you have a visible DirectionalLight3D node.
+
+On the Camera3D node, you can add a :ref:`class_CameraAttributes`
+resource to its **Attributes** property. This resource is used to control the
+camera's depth of field and exposure. When using
+:ref:`class_CameraAttributesPhysical`, its focal length property is also used to
+adjust the camera's field of view.
+
+When physical light units are enabled, the following additional properties
+become available in CameraAttributesPhysical's **Exposure** section:
+
+- **Aperture:** The size of the aperture of the camera, measured in f-stops. An
+ f-stop is a unitless ratio between the focal length of the camera and the
+ diameter of the aperture. A high aperture setting will result in a smaller
+ aperture which leads to a dimmer image and sharper focus. A low aperture
+ results in a wide aperture which lets in more light resulting in a brighter,
+ less-focused image.
+- **Shutter Speed:** The time for shutter to open and close, measured in
+ *inverse seconds* (``1/N``). A lower value will let in more light leading to a
+ brighter image, while a higher value will let in less light leading to a
+ darker image. *When getting or setting this property with a script, the unit
+ is in seconds instead of inverse seconds.*
+- **Sensitivity:** The sensitivity of camera sensors, measured in ISO. A higher
+ sensitivity results in a brighter image. When auto exposure is enabled, this
+ can be used as a method of exposure compensation. Doubling the value will
+ increase the exposure value (measured in EV100) by 1 stop.
+- **Multiplier:** A *non-physical* exposure multiplier. Higher values will
+ increase the scene's brightness. This can be used for post-processing
+ adjustments or for animation purposes.
+
+The default **Aperture** value of 16 f-stops is appropriate for outdoors at
+daytime (i.e. for use with a default DirectionalLight3D). For indoor lighting, a
+value between 2 and 4 is more appropriate.
+
+Typical shutter speed used in photography and movie production is 1/50 (0.02
+seconds). Night-time photography generally uses a shutter around 1/10 (0.1
+seconds), while sports photography uses a shutter speed between 1/250 (0.004
+seconds) and 1/1000 (0.001 seconds) to reduce motion blur.
+
+In real life, sensitivity is usually set between 50 ISO and 400 ISO for daytime
+outdoor photography depending on weather conditions. Higher values are used for
+indoor or night-time photography.
+
+.. note::
+
+ Unlike real life cameras, the adverse effects of increasing ISO sensitivity
+ or decreasing shutter speed (such as visible grain or light trails) are not
+ simulated in Godot.
+
+See :ref:`doc_physical_light_and_camera_units_setting_up_physical_camera_units`
+for a description of CameraAttributesPhysical properties that are also available when
+**not** using physical light units.
+
+Configure the environment
+^^^^^^^^^^^^^^^^^^^^^^^^^
+
+.. warning::
+
+ The default configuration is designed for daytime outdoor scenes. Night-time
+ and indoor scenes will need adjustments to the DirectionalLight3D and
+ WorldEnvironment background intensity to look correct. Otherwise, positional
+ lights will be barely visible at their default intensity.
+
+If you haven't added a :ref:`class_WorldEnvironment` and :ref:`class_Camera3D`
+node to the current scene yet, do so now by clicking the 3 vertical dots at the
+top of the 3D editor viewport. Click **Add Sun to Scene**, open the dialog again
+then click **Add Environment to Scene**.
+
+After enabling physical light units, a new property becomes available to edit in
+the :ref:`class_Environment` resource:
+
+- **Background Intensity:** The background sky's intensity in
+ `nits `__
+ (candelas per square meter). This also affects ambient and reflected light if
+ their respective modes are set to **Background**. If a custom **Background Energy**
+ is set, this energy is multiplied by the intensity.
+
+Configure the light nodes
+^^^^^^^^^^^^^^^^^^^^^^^^^
+
+After enabling physical light units, 2 new properties become available in Light3D nodes:
+
+- **Intensity:** The light's intensity in `lux
+ `__ (DirectionalLight3D) or
+ `lumens `__ (OmniLight3D/SpotLight3D).
+ If a custom **Energy** is set, this energy is multiplied by the intensity.
+- **Temperature:** The light's *color temperature* defined in Kelvin.
+ If a custom **Color** is set, this color is multiplied by the color temperature.
+
+**OmniLight3D/SpotLight3D intensity**
+
+Lumens are a measure of luminous flux, which is the total amount of visible
+light emitted by a light source per unit of time.
+
+For SpotLight3Ds, we assume that the area outside the visible cone is surrounded
+by a perfect light absorbing material. Accordingly, the apparent brightness of
+the cone area does *not* change as the cone increases and decreases in size.
+
+A typical household lightbulb can range from around 600 lumens to 1200 lumens.
+A candle is about 13 lumens, while a streetlight can be approximately 60000 lumens.
+
+**DirectionalLight3D intensity**
+
+Lux is a measure pf luminous flux per unit area, it is equal to one lumen per
+square metre. Lux is the measure of how much light hits a surface at a given
+time.
+
+With DirectionalLight3D, on a clear sunny day, a surface in direct sunlight may
+receive approximately 100000 lux. A typical room in a home may receive
+approximately 50 lux, while the moonlit ground may receive approximately 0.1
+lux.
+
+**Color temperature**
+
+6500 Kelvin is white. Higher values result in colder (bluer) colors, while lower
+values result in warmer (more orange) colors.
+
+The sun on a cloudy day is approximately 6500 Kelvin. On a clear day, the sun is
+between 5500 to 6000 Kelvin. On a clear day at sunrise or sunset, the sun ranges
+to around 1850 Kelvin.
+
+.. figure:: img/physical_light_units_color_temperature_chart.webp
+ :align: center
+ :alt: Color temperature chart from 1,000 Kelvin (left) to 12,500 Kelvin (right)
+
+ Color temperature chart from 1,000 Kelvin (left) to 12,500 Kelvin (right)
+
+Other Light3D properties such as **Energy** and **Color** remain editable for
+animation purposes, and when you occasionally need to create lights with
+non-realistic properties.
+
+.. _doc_physical_light_and_camera_units_setting_up_physical_camera_units:
+
+Setting up physical camera units
+--------------------------------
+
+Physical camera units can be enabled separately from physical light units.
+
+After adding a :ref:`class_CameraAttributesPhysical` resource to the **Camera
+Attributes** property of a Camera3D nodes, some properties such as **FOV** will
+no longer be editable. Instead, these properties are now governed by the
+CameraAttributesPhysical's properties, such as focal length and aperture.
+
+CameraAttributesPhysical offers the following properties in its **Frustum** section:
+
+- **Focus Distance:** Distance from camera of object that will be in focus,
+ measured in meters. Internally, this will be clamped to be at least 1
+ millimeter larger than the **Focal Length**.
+- **Focal Length:** Distance between camera lens and camera aperture, measured
+ in millimeters. Controls field of view and depth of field. A larger focal
+ length will result in a smaller field of view and a narrower depth of field
+ meaning fewer objects will be in focus. A smaller focal length will result in
+ a wider field of view and a larger depth of field, which means more objects will be
+ in focus. This property overrides the Camera3D's **FOV** and **Keep Aspect**
+ properties, making them read-only in the inspector.
+- **Near/Far:** The near and far clip distances in meters. These behave the same
+ as the Camera3D properties of the same name. Lower **Near** values allow the
+ camera to display objects that are very close, at the cost of potential
+ precision (Z-fighting) issues in the distance. Higher **Far** values allow the
+ camera to see further away, also at the cost of potential precision
+ (Z-fighting) issues in the distance.
+
+The default focal length of 35 mm corresponds to a wide angle lens. It still
+results in a field of view that is noticeably narrower compared to the default
+"practical" vertical FOV of 75 degrees. This is because non-gaming use cases
+such as filmmaking and photography favor using a narrower field of view for a
+more cinematic appearance.
+
+Common focal length values used in filmmaking and photography are:
+
+- **Fisheye (ultrawide angle):** Below 15 mm. Nearly no depth of field visible.
+- **Wide angle:** Between 15 mm and 50 mm. Reduced depth of field.
+- **Standard:** Between 50 mm and 100 mm. Standard depth of field.
+- **Telephoto:** Greater than 100 mm. Increased depth of field.
+
+Like when using the **Keep Height** aspect mode, the effective field of view
+depends on the viewport's aspect ratio, with wider aspect ratios automatically
+resulting in a wider *horizontal* field of view.
+
+Automatic exposure adjustment based on the camera's average brightness level can
+also be enabled in the **Auto Exposure** section, with the following properties:
+
+- **Min Sensitivity:** The darkest brightness the camera is allowed to get to,
+ measured in EV100.
+- **Max Sensitivity:** The brightest the camera is allowed to get to, measured in EV100.
+- **Speed:** The speed of the auto exposure effect. Affects the time needed for
+ the camera to perform auto exposure. Higher values allow for faster
+ transitions, but the resulting adjustments may look distracting depending on
+ the scene.
+- **Scale:** The scale of the auto exposure effect. Affects the intensity of
+ auto exposure.
+
+EV100 is an exposure value (EV) measured at an ISO sensitivity of 100. See
+`this table `__
+for common EV100 values found in real life.