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post_processing_entity#547343

<title>post_processing_entity</title> # post_processing_entity Applies given post processing effect to all players. ⤶ ### Keyvalues⤶ ⤶ In code, it is defined in the `PostProcessingEntity.cs` file under `addons\base\code\Entity\Hammer\Effects`.⤶ ⤶ ⤶ ## Keyvalues⤶ **Name (`targetname`)** >* The name that other entities refer to this entity by. **Tags (`tags`)** >* A list of general purpose tags for this entity, for interactions with other entities such as triggers. **Post Processing Resource Name (`postprocessing`)** **Enabled (`enabled`)** >* Whether this entity is enabled. **Fade Time (` fadetime`)** >* Time to fade to these postprocessing settings in seconds **Enable Exposure (`enableexposure`)** >* Use exposure settings for this entity? These will be overritten by a tonemap controller if one is present. **Min Exposure (`minexposure`)** >* Minimum autoexposure scale. **Max Exposure (`maxexposure`)** >* Maximum autoexposure scale. **Exposure Compensation (`exposurecompensation`)** >* Number of stops to adjust auto- exposure by. **Exposure Fade Speed Up (`exposurespeedup`)** **Exposure Fade Speed Down (`exposurespeeddown`)** **Shadow Casting (`enable_shadows`)** >* Whether this entity should cast shadows or not.