Revision Difference
post_processing_entity#547410
<title>post_processing_entity</title>
# post_processing_entity
Applies given post processing effect to all players.
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`)**
**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.**Exposure Fade Speed Down (`exposurespeeddown`)**