Namespace ValveResourceFormat.Renderer.SceneEnvironment ​
Classes ​
| Name | Description |
|---|---|
| CurveLightStyle | Style from scripts/light_styles.vdata, as named by barn, rect and omni2 lights. |
| EnvironmentMapArray | Packs environment maps with separate cube textures into one cube map array. |
| LightingDebugColor | The colour lighting debug views give a light probe volume or an environment map, derived from where it is so it stays the same between runs and differs between neighbours. |
| LightProbeAtlas | Light probe textures shared by all volumes in a scene, each volume sampling its own region. Either the atlas baked into a compiled map, or one packed at load time from volumes that have separate textures. |
| LightStyle | Looping brightness animation of a light, such as a flicker or a pulse. |
| PatternLightStyle | Letter pattern style of older lights, from a for dark through m for normal to z. |
| SceneBackground | Default scene background with configurable solid or gradient rendering. |
| SceneCubemapFog | Scene node representing cubemap-based volumetric fog. |
| SceneEnvMap | Environment map reflection probe with box or sphere projection. |
| SceneGradientFog | Scene node representing distance and height-based gradient fog. |
| SceneLight | Scene node representing a light source with type, color, and attenuation. |
| SceneLightingDebug | Debug views of a scene's baked lighting: the sample grid of light probe volumes, and a marker in a distinct colour for each environment map with the one chosen for the camera outlined and labelled. The views are scene nodes, created and destroyed as they are switched on and off. |
| SceneLightProbe | Scene node for indirect lighting via light probe volumes. |
| ScenePostProcessVolume | Spatial volume that applies post-processing effects to the camera view. |
| SceneSkybox2D | Renders a 2D skybox using a fullscreen cube. |
| SceneTonemapController | Scene node for controlling global tonemapping and exposure parameters. |
Structs ​
| Name | Description |
|---|---|
| BloomSettings | Bloom effect parameters including threshold, intensity, and per-mip blur settings. |
| BloomSettings. | Fixed per-mip blur tint storage. Inline so bloom states copy and blend without allocating. |
| BloomSettings. | Fixed per-mip blur weight storage. Inline so bloom states copy and blend without allocating. |
| ExposureSettings | Automatic exposure adjustment parameters for adaptive brightness. |
| LightStyleEvent | Named event a light style fires at a time of its loop. |
| LinearFog | The fog an env_fog_controller sets: a color faded in with distance from a start to an end distance, up to a maximum density. Of what is drawn, only the sky reads it: a sky fogged by distance fades toward its color as far away as the far plane, and a sky fogged by angle fades toward its color. |
| PostProcessState | Combined post-processing state including tonemapping, bloom, and color grading. |
| SceneEnvMap. | 128-bit bitmask tracking which environment maps are visible to a node. |
| SceneLight. | GPU data and frustum matrix for one face of a barn or omni2 light. |
| TonemapSettings | Filmic tonemapping curve parameters for HDR-to-LDR conversion. |
Enums ​
| Name | Description |
|---|---|
| BloomBlendType | Bloom compositing blend modes. |
| EnvMapDebugColorsMode | What the environment map debug colours show. |
| LightProbeDebugGridMode | Which light probe volumes show their sample grid. |
| SceneLight. | How direct lighting should be represented. |
| SceneLight. | Source 2 light entity class names. |
| SceneLight. | Runtime cost of a light. |
| SceneLight. | Shader light type for rendering calculations. |
| SkyFogType | How a sky is fogged. |

