Env tonemap controller: Difference between revisions

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==Keyvalues==
==Keyvalues==
*{{KV Targetname}}
{{KV Targetname}}
 
==Flags==
* 1 : Master (Has priority if multiple env_tonemap_controllers exist) {{L4D add}}


==Inputs==
==Inputs==
*{{I Targetname}}
{{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|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}}
*'''SetTonemapScale'''
{{IO|UseDefaultAutoExposure|Revert to using the default tonemap auto exposure.}}
: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).
{{IO|SetAutoExposureMin|Set a custom tonemap auto exposure minimum.|param=float}}
 
{{IO|SetAutoExposureMax|Set a custom tonemap auto exposure maximum.|param=float}}
*'''BlendTonemapScale <string>'''
{{IO|SetBloomScale|Set a custom bloom scale.|param=float}}
: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.
{{IO|SetTonemapRate|Set the rate for autoexposure adjustment.|param=float}}
 
{{IO|SetBloomExponent|Set a custom bloom exponent.|param=float|since=L4D}}
*'''UseDefaultAutoExposure'''
{{IO|SetBloomSaturation|Set a custom bloom saturation.|param=float|since=L4D}}
:Revert to using the default tonemap auto exposure.
{{IO|SetTonemapPercentBrightPixels|Set a target for percentage of pixels above a certain brightness. (default: 1)|param=float|since=L4D2}}
 
{{IO|SetTonemapPercentTarget|Set a custom brightness target for SetTonemapPercentBrightPixels. (default: 45)|param=float|since=L4D2}}
*'''SetAutoExposureMin <float>'''
{{IO|SetTonemapMinAvgLum|Sets custom tonemapping param (ask Alex for details; default: 3).|param=float|since=L4D2}}
:Set a custom tonemap auto exposure minimum.
{{I Targetname}}
 
*'''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==
==Outputs==
*{{O Targetname}}
{{O Targetname}}


==See also==
==See also==
*[[HDR Lighting Settings]]
*[[HDR Lighting Settings]]
[[Category:Entities]]
[[Category:Entities]]

Revision as of 09:35, 7 June 2011

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

Flags

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

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.
BlendTonemapScale <stringRedirectInput/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 <floatRedirectInput/float>
Set a custom tonemap auto exposure minimum.
SetAutoExposureMax <floatRedirectInput/float>
Set a custom tonemap auto exposure maximum.
SetBloomScale <floatRedirectInput/float>
Set a custom bloom scale.
SetTonemapRate <floatRedirectInput/float>
Set the rate for autoexposure adjustment.
SetBloomExponent <floatRedirectInput/float> (in all games since Left 4 Dead)
Set a custom bloom exponent.
SetBloomSaturation <floatRedirectInput/float> (in all games since Left 4 Dead)
Set a custom bloom saturation.
SetTonemapPercentBrightPixels <floatRedirectInput/float> (in all games since Left 4 Dead 2)
Set a target for percentage of pixels above a certain brightness. (default: 1)
SetTonemapPercentTarget <floatRedirectInput/float> (in all games since Left 4 Dead 2)
Set a custom brightness target for SetTonemapPercentBrightPixels. (default: 45)
SetTonemapMinAvgLum <floatRedirectInput/float> (in all games since Left 4 Dead 2)
Sets custom tonemapping param (ask Alex for details; default: 3).


Outputs

See also