Env tonemap controller: Difference between revisions
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In code, it is represented by the
(spacing) |
(→Inputs) |
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{{IO|SetAutoExposureMax|param=float|Sets a custom tonemap auto exposure maximum.}} | {{IO|SetAutoExposureMax|param=float|Sets a custom tonemap auto exposure maximum.}} | ||
{{IO|SetBloomScale|param=float|Sets a custom bloom scale.}} | {{IO|SetBloomScale|param=float|Sets a custom bloom scale.}} | ||
{{IO|SetBloomScaleRange|nofgd=1|param=vector|Sets a range for the bloom scale. First number is the maximum, second number is the minimum. {{ | {{IO|SetBloomScaleRange|nofgd=1|param=vector|Sets a range for the bloom scale. First number is the maximum, second number is the minimum. {{bug|Broken. The code that processes this input has its formatting and source reversed.}}}} | ||
{{IO|SetTonemapRate|param=float|Sets the rate for autoexposure adjustment ({{ent|mat_hdr_manual_tonemap_rate}}).}} | {{IO|SetTonemapRate|param=float|Sets the rate for autoexposure adjustment ({{ent|mat_hdr_manual_tonemap_rate}}).}} | ||
{{IO|SetBloomExponent|param=float|since=L4D|Sets a custom bloom exponent.}} | {{IO|SetBloomExponent|param=float|since=L4D|Sets a custom bloom exponent.}} |
Revision as of 10:22, 17 December 2020


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.

CEnvTonemapController
class, defined in theenv_tonemap_controller.cpp
file.
Flags
- 1: Master (Has priority if multiple
env_tonemap_controller
s exist) Template:L4D add
Keyvalues
Inputs
- SetTonemapScale <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
.
- BlendTonemapScale <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.
- UseDefaultAutoExposure
- Reverts to using the default tonemap auto exposure.
- UseDefaultBloomScale !FGD
- Reverts to using the default bloom scale.
- SetAutoExposureMin <float >
- Sets a custom tonemap auto exposure minimum.
- SetAutoExposureMax <float >
- Sets a custom tonemap auto exposure maximum.
- SetBloomScale <float >
- Sets a custom bloom scale.
- SetBloomScaleRange <vector > !FGD
- Sets a range for the bloom scale. First number is the maximum, second number is the minimum.
Bug:Broken. The code that processes this input has its formatting and source reversed. [todo tested in ?]
- SetTonemapRate <float >
- Sets the rate for autoexposure adjustment (mat_hdr_manual_tonemap_rate).
- SetTonemapPercentBrightPixels <float > (in all games since
)
only. Sets a target percentage of pixels to maintain above a certain brightness. (default: 1)
- SetTonemapPercentTarget <float > (in all games since
)
only. Sets the brightness that the percentage of pixels defined by
SetTonemapPercentBrightPixels
should be kept above. (default: 45)
- SetTonemapMinAvgLum <float > (in all games since
)
only. Sets custom tonemapping param (default: 3).[Clarify]