Env tonemap controller: Difference between revisions

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{{KV|fCusBloomNG_Threshold|intn=fCusBloomNG_Threshold|float|threshold for bright pass filter|only=BMS}}
{{KV|fCusBloomNG_Threshold|intn=fCusBloomNG_Threshold|float|threshold for bright pass filter|only=BMS}}
Determines the influence of tonemapping; with high values, only brightest parts of frame will be bloomed.
Determines the influence of tonemapping; with high values, only brightest parts of frame will be bloomed.
{{note|The default value from [[fgd]] is 1, which is incorrect. The default value is 0.1.}}
{{note|A value of 0 means all pixels contribute to bloom, and is considered the most physically accurate setting.}}
{{note|A value of 0 means all pixels contribute to bloom, and is considered the most physically accurate setting.}}
{{KV|bUseCusBloomNG_tintExponent|intn=bUseCusBloomNG_tintExponent|choices|
{{KV|bUseCusBloomNG_tintExponent|intn=bUseCusBloomNG_tintExponent|choices|
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{{KV|m_fCustomBloomNextGen_r|intn=m_fCustomBloomNextGen_r|float|m_fCustomBloomNextGen_r|only=BMS}}
{{KV|m_fCustomBloomNextGen_r|intn=m_fCustomBloomNextGen_r|float|m_fCustomBloomNextGen_r|only=BMS}}
Determines the influence for reder tones in frame.
Determines the influence for reder tones in frame.
{{note|The default value from [[fgd]] is 1, which is incorrect. The default value is 0.25.}}
{{KV|m_fCustomBloomNextGen_g|intn=m_fCustomBloomNextGen_g|float|m_fCustomBloomNextGen_g|only=BMS}}
{{KV|m_fCustomBloomNextGen_g|intn=m_fCustomBloomNextGen_g|float|m_fCustomBloomNextGen_g|only=BMS}}
{{note|The default value from [[fgd]] is 1, which is incorrect. The default value is 0.25.}}
Determines the influence for greener tones in frame.
Determines the influence for greener tones in frame.
{{KV|m_fCustomBloomNextGen_b|intn=m_fCustomBloomNextGen_b|float|m_fCustomBloomNextGen_b|only=BMS}}
{{KV|m_fCustomBloomNextGen_b|intn=m_fCustomBloomNextGen_b|float|m_fCustomBloomNextGen_b|only=BMS}}
Determines the influence for bluer tones in frame.
Determines the influence for bluer tones in frame.
{{note|The default value from [[fgd]] is 1, which is incorrect. The default value is 0.25.}}
{{KV|m_fCusBloomNG_exponent|intn=m_fCusBloomNG_exponent|float|m_fCusBloomNG_exponent|only=BMS}}
{{KV|m_fCusBloomNG_exponent|intn=m_fCusBloomNG_exponent|float|m_fCusBloomNG_exponent|only=BMS}}
Determines the tightness of the bloom.
Determines the tightness of the bloom.
{{note|The default value from [[fgd]] is 1, which is incorrect. The default value is 2.2.}}


==Inputs==
==Inputs==

Revision as of 01:59, 14 February 2024

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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 (or for multiplayer, at the start of the map via logic_auto).

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

Flags

Master (Has priority if multiple env_tonemap_controller entities 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

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

Note.pngNote:The default value from fgd is 1, which is incorrect. The default value is 0.1.
Note.pngNote:A value of 0 means all pixels contribute to bloom, and is considered the most physically accurate setting.
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

Determines the influence for reder tones in frame.

Note.pngNote:The default value from fgd is 1, which is incorrect. The default value is 0.25.
m_fCustomBloomNextGen_g (m_fCustomBloomNextGen_g) <float> (only in Black Mesa)
m_fCustomBloomNextGen_g
Note.pngNote:The default value from fgd is 1, which is incorrect. The default value is 0.25.

Determines the influence for greener tones in frame.

m_fCustomBloomNextGen_b (m_fCustomBloomNextGen_b) <float> (only in Black Mesa)
m_fCustomBloomNextGen_b

Determines the influence for bluer tones in frame.

Note.pngNote:The default value from fgd is 1, which is incorrect. The default value is 0.25.
m_fCusBloomNG_exponent (m_fCusBloomNG_exponent) <float> (only in Black Mesa)
m_fCusBloomNG_exponent

Determines the tightness of the bloom.

Note.pngNote:The default value from fgd is 1, which is incorrect. The default value is 2.2.

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

Sets 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

Sets the influence value for redder tones in frame.

An example of what it does.


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

Sets the influence value for greener tones in frame.

An example of what it does.


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

Sets the influence value for bluer tones in frame.

An example of what it does.


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

Sets the brightness of the bloom.

An example of what it does.


See also