Env tonemap controller: Difference between revisions

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{{base point|env_tonemap_controller|sprite=1}} It controls the [[HDR]] tonemapping for the player. Think of it as a method of controlling the exposure of the player's eyes. Tonemapping affect all players in multiplayer. {{clr}}
{{lang|Env tonemap controller}}
{{base point|env_tonemap_controller|sprite=1}} It controls the [[HDR]] tonemapping for the player. Think of it as a method of controlling the exposure of the player's eyes. Tonemapping affect all players in multiplayer. HDR settings should normally be changed through [[triggers]], whenever transitioning between environments of different light levels.


==Keyvalues==
{{code class|CEnvTonemapController|env_tonemap_controller.cpp}}
{{KV Targetname}}


==Flags==
==Flags==
* 1 : Master (Has priority if multiple env_tonemap_controllers exist) {{L4D add}}
*1: Master (Has priority if multiple <code>env_tonemap_controller</code>s exist) {{L4D add}}
 
==Keyvalues==
{{KV BaseEntity}}


==Inputs==
==Inputs==
{{IO|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.}}
{{IO|SetTonemapScale|param=float|Sets 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. Not available in {{csgo}}.}}
{{IO|BlendTonemapScale|Blend from the player's current tonemap scale to a new one. The parameter syntax is as follows: <code><target tonemap scale> <blend duration></code>. For example: <code>0.5 10</code> 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.|param=string}}
{{IO|BlendTonemapScale|param=string|Blends from the player's current tonemap scale to a new one. The parameter syntax is as follows: <code><target tonemap scale> <blend duration></code>. For example: <code>0.5 10</code> would blend from the current tonemap scale to 0.5 over a period of 10 seconds. Not available in {{csgo}}.}}
{{IO|UseDefaultAutoExposure|Revert to using the default tonemap auto exposure.}}
{{IO|UseDefaultAutoExposure|Reverts to using the default tonemap auto exposure.}}
{{IO|SetAutoExposureMin|Set a custom tonemap auto exposure minimum.|param=float}}
{{IO|UseDefaultBloomScale|nofgd=1|Reverts to using the default bloom scale.}}
{{IO|SetAutoExposureMax|Set a custom tonemap auto exposure maximum.|param=float}}
{{IO|SetAutoExposureMin|param=float|Sets a custom tonemap auto exposure minimum.}}
{{IO|SetBloomScale|Set a custom bloom scale.|param=float}}
{{IO|SetAutoExposureMax|param=float|Sets a custom tonemap auto exposure maximum.}}
{{IO|SetTonemapRate|Set the rate for autoexposure adjustment.|param=float}}
{{IO|SetBloomScale|param=float|Sets a custom bloom scale.}}
{{IO|SetBloomExponent|Set a custom bloom exponent.|param=float|since=L4D}}
{{IO|SetBloomScaleRange|nofgd=1|param=vector|Sets a range for the bloom scale. First number is the maximum, second number is the minimum. {{confirm|Works?}}}}
{{IO|SetBloomSaturation|Set a custom bloom saturation.|param=float|since=L4D}}
{{IO|SetTonemapRate|param=float|Sets the rate for autoexposure adjustment ({{ent|mat_hdr_manual_tonemap_rate}}).}}
{{IO|SetTonemapPercentBrightPixels|Set a target for percentage of pixels above a certain brightness. (default: 1)|param=float|since=L4D2}}
{{IO|SetBloomExponent|param=float|since=L4D|Sets a custom bloom exponent.}}
{{IO|SetTonemapPercentTarget|Set a custom brightness target for SetTonemapPercentBrightPixels. (default: 45)|param=float|since=L4D2}}
{{IO|SetBloomSaturation|param=float|since=L4D|Sets a custom bloom saturation.}}
{{IO|SetTonemapMinAvgLum|Sets custom tonemapping param (default: 3).|param=float|since=L4D2}}{{todo|Better description.}}
{{IO|SetTonemapPercentBrightPixels|param=float|since=L4D2|{{l4d2}} {{csgo}} only. Sets a target percentage of pixels to maintain above a certain brightness. (default: 1)}}
{{I Targetname}}
{{IO|SetTonemapPercentTarget|param=float|since=L4D2|{{l4d2}} {{csgo}} only. Sets the brightness that the percentage of pixels defined by <code>SetTonemapPercentBrightPixels</code> should be kept above. (default: 45)}}
{{IO|SetTonemapMinAvgLum|param=float|since=L4D2|{{l4d2}} {{csgo}} only. Sets custom tonemapping param (default: 3).{{clarify}}}}
{{I BaseEntity}}


==Outputs==
==Outputs==
{{O Targetname}}
{{O BaseEntity}}


==See also==
==See also==
*[[HDR Lighting Settings]]
*[[HDR Lighting Settings]]

Revision as of 00:48, 3 October 2018

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Template:Base point It controls the HDR tonemapping for the player. Think of it as a method of controlling the exposure of the player's eyes. Tonemapping affect all players in multiplayer. HDR settings should normally be changed through triggers, whenever transitioning between environments of different light levels.

C++ In code, it is represented by theCEnvTonemapControllerclass, defined in theenv_tonemap_controller.cppfile.

Flags

  • 1: Master (Has priority if multiple env_tonemap_controllers exist) Template:L4D add

Keyvalues

Inputs

SetTonemapScale <floatRedirectInput/float>
Sets 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. Not available in Counter-Strike: Global Offensive.
BlendTonemapScale <stringRedirectInput/string>
Blends 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. Not available in Counter-Strike: Global Offensive.
UseDefaultAutoExposure
Reverts to using the default tonemap auto exposure.
UseDefaultBloomScale  !FGD
Reverts to using the default bloom scale.
SetAutoExposureMin <floatRedirectInput/float>
Sets a custom tonemap auto exposure minimum.
SetAutoExposureMax <floatRedirectInput/float>
Sets a custom tonemap auto exposure maximum.
SetBloomScale <floatRedirectInput/float>
Sets a custom bloom scale.
SetBloomScaleRange <vectorRedirectInput/Vector> !FGD
Sets a range for the bloom scale. First number is the maximum, second number is the minimum.
Confirm:Works?
SetTonemapRate <floatRedirectInput/float>
Sets the rate for autoexposure adjustment (mat_hdr_manual_tonemap_rate).
SetBloomExponent <floatRedirectInput/float> (in all games since Left 4 Dead)
Sets a custom bloom exponent.
SetBloomSaturation <floatRedirectInput/float> (in all games since Left 4 Dead)
Sets a custom bloom saturation.
SetTonemapPercentBrightPixels <floatRedirectInput/float> (in all games since Left 4 Dead 2)
Left 4 Dead 2 Counter-Strike: Global Offensive only. Sets a target percentage of pixels to maintain above a certain brightness. (default: 1)
SetTonemapPercentTarget <floatRedirectInput/float> (in all games since Left 4 Dead 2)
Left 4 Dead 2 Counter-Strike: Global Offensive only. Sets the brightness that the percentage of pixels defined by SetTonemapPercentBrightPixels should be kept above. (default: 45)
SetTonemapMinAvgLum <floatRedirectInput/float> (in all games since Left 4 Dead 2)
Left 4 Dead 2 Counter-Strike: Global Offensive only. Sets custom tonemapping param (default: 3).[Clarify]


Outputs

See also