Env tonemap controller infected: Difference between revisions

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(Replaced content with "{{:env_tonemap_controller_ghost}} * env_tonemap_controller_ghost")
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{{l4d series point|env_tonemap_controller_infected|sprite=env_tonemap_controller}}<br>
{{:env_tonemap_controller_ghost}}
An entity that controls the [[HDR]] tonemapping for infected player. Think of it as a method of controlling the exposure of the player's eyes.{{clr}}
* [[env_tonemap_controller_ghost]]
 
==Keyvalues==
*{{KV Targetname}}
 
==Flags==
*Master (Has priority if multiple env_tonemap_controller_infected(s) exist)
 
==Inputs==
*{{I Targetname}}
 
*'''SetTonemapScale'''
: Set the player's tonemap scale. It should be a value between 0 and 2, where 0 is the eyes fully closed, 1 is use the unchanged autoexposure (default), and 2 is the eye fully wide open.
 
*'''BlendTonemapScale <string>'''
: Blend from the player's current tonemap scale to a new one. The parameter syntax is as follows: <target tonemap scale> <blend duration>. For example: '0.5 10' would blend from the current tonemap scale to 0.5 over a period of 10 seconds. Tonemap scale is a value between 0 and 2, where 0 is the eyes fully closed, 1 is use the unchanged autoexposure (default), and 2 is the eye fully wide open.
 
*'''UseDefaultAutoExposure'''
:Revert to using the default tonemap auto exposure.
 
*'''SetAutoExposureMin <float>'''
:Set a custom tonemap auto exposure minimum.
 
*'''SetAutoExposureMax <float>'''
:Set a custom tonemap auto exposure maximum.
 
*'''SetBloomScale <float>'''
:Set a custom bloom scale.
 
*'''SetTonemapRate <float>'''
: Set the rate for autoexposure adjustment.
 
*'''SetBloomExponent <float>'''
: Set a custom bloom exponent.
 
*'''SetBloomSaturation <float>'''
: Set a custom bloom saturation.
 
*'''SetTonemapPercentBrightPixels <float>''' {{l4d2 add}}
: Set a target for percentage of pixels above a certain brightness. (default: 1)
 
*'''SetTonemapPercentTarget <float>'''
: Set a custom brightness target for SetTonemapPercentBrightPixels. (default: 45)
 
*'''SetTonemapMinAvgLum <float>'''
: Sets custom tonemapping param (ask Alex for details; default: 3).
 
==Outputs==
*{{O Targetname}}

Revision as of 04:00, 13 November 2022

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C++ Class hierarchy
CEnvTonemapController
CPointEntity
CBaseEntity
Env tonemap controller.png

env_tonemap_controller_ghost is a logical entity available in Left 4 Dead seriesLeft 4 Dead series Left 4 Dead series.

An entity that controls the HDR tonemapping for ghost player.


Note.pngNote:Other functionality and all Keyvalues / Inputs / Outputs are same as env_tonemap_controller.

See also