Env tonemap controller: Difference between revisions

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{{IO|SetTonemapMinAvgLum|param=float|only={{l4d2}} {{csgo}}|Sets custom tonemapping param (default: 3).{{clarify}}}}
{{IO|SetTonemapMinAvgLum|param=float|only={{l4d2}} {{csgo}}|Sets custom tonemapping param (default: 3).{{clarify}}}}
{{IO|InputSetBloomNxtGen_Threshold|intn=InputSetBloomNxtGen_Threshold|param=float|InputSetBloomNxtGen_Threshold|only=BMS}}
{{IO|InputSetBloomNxtGen_Threshold|intn=InputSetBloomNxtGen_Threshold|param=float|InputSetBloomNxtGen_Threshold|only=BMS}}
Determines the influence of tonemapping; with high values, only brightest parts of frame will be bloomed.
{{expand|title=An example of what it does.|
<br>
<gallery mode=packed heights=410px>
File:BloomT0.png| frame | left | 510px |  0 (Very high values are used here for RGB)
File:BloomT1.png| frame | left | 510px |  20
</gallery>
}}
{{IO|InputSetBloomNxtGen_TintR|intn=InputSetBloomNxtGen_TintR|param=float|InputSetBloomNxtGen_TintR|only=BMS}}
{{IO|InputSetBloomNxtGen_TintR|intn=InputSetBloomNxtGen_TintR|param=float|InputSetBloomNxtGen_TintR|only=BMS}}
{{expand|title=An example of what it does.|
{{expand|title=An example of what it does.|
<br>
<br>
<gallery mode=packed heights=510px>
<gallery mode=packed heights=410px>
File:BloomR0.png| thumb | left | 510px |  0
File:BloomR0.png| frame | left | 510px |  Default.
File:BloomR1.png| thumb | left | 510px |  20
File:BloomR1.png| frame | left | 510px |  20
</gallery>
</gallery>
}}
}}
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{{expand|title=An example of what it does.|
{{expand|title=An example of what it does.|
<br>
<br>
<gallery mode=packed heights=510px>
<gallery mode=packed heights=410px>
File:BloomR0.png| thumb | left | 510px |  0
File:BloomR0.png| frame | left | 510px |  Default.
File:BloomG1.png| thumb | left | 510px |  20
File:BloomG1.png| frame | left | 510px |  20
</gallery>
</gallery>
}}
}}
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{{expand|title=An example of what it does.|
{{expand|title=An example of what it does.|
<br>
<br>
<gallery mode=packed heights=510px>
<gallery mode=packed heights=410px>
File:BloomR0.png| thumb | left | 510px |  0
File:BloomR0.png| frame | left | 510px |  Default.
File:BloomB1.png| thumb | left | 510px |  20
File:BloomB1.png| frame | left | 510px |  20
</gallery>
</gallery>
}}
}}

Revision as of 10:49, 10 December 2023

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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++ Class hierarchy
CEnvTonemapController
CPointEntity
CBaseEntity
C++ env_tonemap_controller.cpp

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

bUseNextGenBloom (bUseNextGenBloom) <choices> (only in Black Mesa)
  • 0: NO
  • 1: YES
bUseCusBloomNG_Threshold (bUseCusBloomNG_Threshold) <choices> (only in Black Mesa)
  • 0: NO
  • 1: YES
Icon-Important.pngImportant:Most new Black Mesa Black Mesa keyvalues and I/O doesn't work if this keyvalue use choice NO.
Examples


fCusBloomNG_Threshold (fCusBloomNG_Threshold) <float> (only in Black Mesa)
threshold for bright pass filter
bUseCusBloomNG_tintExponent (bUseCusBloomNG_tintExponent) <choices> (only in Black Mesa)
  • 0: NO
  • 1: YES
m_fCustomBloomNextGen_r (m_fCustomBloomNextGen_r) <float> (only in Black Mesa)
m_fCustomBloomNextGen_r
m_fCustomBloomNextGen_g (m_fCustomBloomNextGen_g) <float> (only in Black Mesa)
m_fCustomBloomNextGen_g
m_fCusBloomNG_exponent (m_fCusBloomNG_exponent) <float> (only in Black Mesa)
m_fCusBloomNG_exponent

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]
InputSetBloomNxtGen_Threshold <floatRedirectInput/float> (only in Black Mesa)
InputSetBloomNxtGen_Threshold

Determines the influence of tonemapping; with high values, only brightest parts of frame will be bloomed.

An example of what it does.


InputSetBloomNxtGen_TintR <floatRedirectInput/float> (only in Black Mesa)
InputSetBloomNxtGen_TintR
An example of what it does.


InputSetBloomNxtGen_TintG <floatRedirectInput/float> (only in Black Mesa)
InputSetBloomNxtGen_TintG
An example of what it does.


InputSetBloomNxtGen_TintB <floatRedirectInput/float> (only in Black Mesa)
InputSetBloomNxtGen_TintB
An example of what it does.


InputSetBloomNxtGen_Exponent <floatRedirectInput/float> (only in Black Mesa)
InputSetBloomNxtGen_Exponent

See also