Postprocess controller: Difference between revisions

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==External links==
==External links==
[http://www.l4d.com/blog/post.php?id=1962|L4D Art Direction, Part 1: Filmic Effects] - Valve blog regarding film effects in Left 4 Dead
[http://www.l4d.com/blog/post.php?id=1962| L4D Art Direction, Part 1: Filmic Effects] - Valve blog regarding film effects in Left 4 Dead

Revision as of 07:41, 27 June 2011

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Entity Description

Postprocess controller.png

An entity that controls the postprocess settings in the map: film grain, vignette, and local contrast. Color correction is controlled by another entity. It may be necessary to have at least one fog_volume in the map in order for a master postprocess_controller to take effect.

Keyvalues

Fade-in time ([todo internal name (i)]) <float>
Local contrast strength [-1..x] ([todo internal name (i)]) <float>
Local contrast edge strength [0..1] ([todo internal name (i)]) <float>
Vignette start distance [0..1] ([todo internal name (i)]) <float>
Vignette end distance [0..x] ([todo internal name (i)]) <float>
Vignette blur strength [0..1] ([todo internal name (i)]) <float>
Fade to black strength [0..1] ([todo internal name (i)]) <float>
Film grain strength [0..x] ([todo internal name (i)]) <float> (in all games since Left 4 Dead 2)
Top-of-screen vignette strength [0..1] ([todo internal name (i)]) <float> (in all games since Left 4 Dead 2)
Depth-blur focal plane distance [0..1] ([todo internal name (i)]) <float> (in all games since Alien Swarm)
Depth-blur effect strength [0..x] ([todo internal name (i)]) <float> (in all games since Alien Swarm)
Full-screen blur strength [0..1] ([todo internal name (i)]) <float> (in all games since Alien Swarm)


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 postprocess_controllers exist)

Inputs

SetLocalContrastStrength <floatRedirectInput/float>
Set the local contrast strength.
SetLocalContrastEdgeStrength <floatRedirectInput/float>
Set the local contrast strength at the edge of the screen (controlled by vignette).
SetVignetteStart <floatRedirectInput/float>
Set the vignette start distance (from screen center).
SetVignetteEnd <floatRedirectInput/float>
Set the vignette end distance.
SetVignetteBlurStrength <floatRedirectInput/float>
Set the strength of the desaturated blur on the vignette.
SetFadeToBlackStrength <floatRedirectInput/float>
Set the fadeout strength.
SetDepthBlurFocalDistance <floatRedirectInput/float> (in all games since Alien Swarm)
Set the focal distance of the depth blur effect (in the range [0,1]).
SetDepthBlurStrength <floatRedirectInput/float> (in all games since Alien Swarm)
Set the depth blur effect strength.
SetScreenBlurStrength <floatRedirectInput/float> (in all games since Alien Swarm)
Set the screen blur effect strength.
SetFilmGrainStrength <floatRedirectInput/float> (in all games since Alien Swarm)
Set the film grain effect strength.
SetFadeTime <floatRedirectInput/float> (in all games since Alien Swarm)
Set the fade time between post process settings.


Outputs

See also

External links

L4D Art Direction, Part 1: Filmic Effects - Valve blog regarding film effects in Left 4 Dead