Env tonemap controller: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Preparing MultiPage.)
(No difference)

Revision as of 05:00, 25 September 2023

English (en)Translate (Translate)
C++ Class hierarchy
CEnvTonemapController
CPointEntity
CBaseEntity
C++ env_tonemap_controller.cpp

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.

Flags

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

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 <floatRedirectInput/float> (not in Counter-Strike: Global Offensive)
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.
BlendTonemapScale <stringRedirectInput/string> (not in Counter-Strike: Global Offensive)
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.
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> (only in Left 4 Dead 2 Counter-Strike: Global Offensive)
Sets a target percentage of pixels to maintain above a certain brightness. (default: 1)
SetTonemapPercentTarget <floatRedirectInput/float> (only in Left 4 Dead 2 Counter-Strike: Global Offensive)
Sets the brightness that the percentage of pixels defined by SetTonemapPercentBrightPixels should be kept above. (default: 45)
SetTonemapMinAvgLum <floatRedirectInput/float> (only in Left 4 Dead 2 Counter-Strike: Global Offensive)
Sets custom tonemapping param (default: 3).[Clarify]

See also