Class EnvTonemapController
Namespace: ValveResourceFormat.Renderer.Entities
Assembly: Renderer.dll
env_tonemap_controller. Overrides the exposure the post processing volumes set. The last one marked master is the one that applies, or the first one spawned when none is.
public sealed class EnvTonemapController : BaseEntityInheritance
object ← BaseEntity ← EnvTonemapController
Inherited Members
BaseEntity.Scene, BaseEntity.RootNode, BaseEntity.Transform, BaseEntity.RigidTransform, BaseEntity.LayerName, BaseEntity.EntitySystem, BaseEntity.Data, BaseEntity.Classname, BaseEntity.TargetName, BaseEntity.SpawnFlags, BaseEntity.ParentTransform, BaseEntity.Owner, BaseEntity.MoveParent, BaseEntity.EntityScale, BaseEntity.ModelName, BaseEntity.Origin, BaseEntity.Angles, BaseEntity.Velocity, BaseEntity.AngularVelocity, BaseEntity.NextThink, BaseEntity.MoveDoneTime, BaseEntity.IsRemoved, BaseEntity.Collider, BaseEntity.IsSolid, BaseEntity.IsTrigger, BaseEntity.IsDrawn, BaseEntity.IsCollidable, BaseEntity.TouchingEntities, BaseEntity.HasSpawnFlags<TSpawnFlags>(TSpawnFlags), BaseEntity.Spawn(), BaseEntity.Activate(), BaseEntity.Think(), BaseEntity.RoundStart(), BaseEntity.MoveDone(), BaseEntity.TryGetTouchBounds(out Vector3, out Vector3), BaseEntity.ObjectCaps, BaseEntity.Use(BaseEntity?), BaseEntity.Teleport(Vector3, Vector3?), BaseEntity.AcceptInput(string, EntityInputData), BaseEntity.SetNextThink(float), BaseEntity.SetMoveDoneTime(float), BaseEntity.GetSurfaceVelocity(Vector3), BaseEntity.AngleMod(float)
Constructors
EnvTonemapController(EntitySystem, EntitySpawnInfo)
Initializes an env_tonemap_controller from its keyvalues.
public EnvTonemapController(EntitySystem system, EntitySpawnInfo spawnInfo)Parameters
system EntitySystem
spawnInfo EntitySpawnInfo
Properties
Controller
Gets the controller built from this entity's keyvalues.
public SceneTonemapController? Controller { get; }Property Value
Methods
Spawn()
Sets up the entity: loads its model, reads class-specific keyvalues, and schedules its first think. Called by right after construction, before the entity enters the world.
public override void Spawn()
