env_tonemap_controller


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CEnvTonemapController |
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env_tonemap_controller
is a point entity available in all Source games.
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 and to control tonemapping for individual players use trigger_tonemap).


env_tonemap_controller_ghost
and env_tonemap_controller_infected
which are identical with a difference that Env_tonemap_controller_ghost affects not yet spawned SI player.
Env_tonemap_controller_infected affects spawned SI players.


Next Generation Bloom
, or Next Gen Bloom
for short). Because of this, the results are very different from other 
mat_bloom_nextgen 1
.
Next Gen Bloom
from 

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Flags
Master (Has priority if multiple env_tonemap_controller
entities exist) : [1] (in all games since )
Keyvalues
- Name (targetname) <string>
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
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Inputs
- SetTonemapScale <float> (not in
)
- 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.
Bug:This input does nothing. It only changes
mat_hdr_tonemapscale
on the client, which is a value that's written but never read [todo tested in ?]
- BlendTonemapScale <string> (not in
)
- 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.Bug:This input does nothing, same reason as above [todo tested 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. Default is 0.5.
- SetAutoExposureMax <float>
- Sets a custom tonemap auto exposure maximum. Default is 2.0.
- 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.
Note:Minimum value is unused, so effectively same as
SetBloomScale
- SetTonemapRate <float>
- Sets the rate for autoexposure adjustment (mat_hdr_manual_tonemap_rate).
Bug:The convar is not replicated so it only works in singleplayer. The changed value persists across map changes as a result. Both of these were fixed in
. [todo tested in ?]
- SetBloomExponent <float> (in all games since
)
- Sets a custom bloom exponent.
- SetBloomSaturation <float> (in all games since
)
- Sets a custom bloom saturation.
- SetTonemapPercentBrightPixels <float> (only in
)
- Sets a target percentage of pixels to maintain above a certain brightness. (default: 1)
- SetTonemapPercentTarget <float> (only in
)
- Sets the brightness that the percentage of pixels defined by
SetTonemapPercentBrightPixels
should be kept above. (default: 45)
- SetTonemapMinAvgLum <float> (only in
)
- Sets custom tonemapping param (default: 3).[Clarify]
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See also
- trigger_tonemap
- HDR Lighting Settings
- BlackMesa XenEngine: Part2 – How a Frame is Rendered (Black Mesa developer describing how a frame is rendered, and discusses about the improvements for tone mapping.)