Env tonemap controller: Difference between revisions

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m (Robot: fixing template case.)
(→‎Inputs: added SetTonemapPercentBrightPixels, found in L4D2.)
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*'''SetTonemapRate <float>'''
*'''SetTonemapRate <float>'''
: Set the rate for autoexposure adjustment.
: Set the rate for autoexposure adjustment.
*'''SetTonemapPercentBrightPixels <float>'''
: Added in Left 4 Dead 2.


==Outputs==
==Outputs==

Revision as of 20:14, 30 October 2009

Template:Wrongtitle Template:Base point

Entity Description

An entity that controls the HDR tonemapping for the player. Think of it as a method of controlling the exposure of the player's eyes.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Inputs

  • 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 (2x overbright).
  • 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.
  • SetTonemapPercentBrightPixels <float>
Added in Left 4 Dead 2.

Outputs