Env tonemap controller: Difference between revisions

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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. {{confirm|Works?}}}}
{{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

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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.
Icon-Bug.pngBug:Broken. The code that processes this input has its formatting and source reversed.  [todo tested in ?]
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