Revision Difference
post_processing_volume#548320
<title>post_processing_volume</title>⤶
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# post_processing_volume⤶
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Applies given post processing effect to players inside this volume.⤶
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`This entity requires a mesh to function`⤶
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In code, it is defined in the `PostProcessingEntity.cs` file under `addons\base\code\Entity\Hammer\Effects`.⤶
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## Keyvalues⤶
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**Name (`targetname`)** ⤶
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>* The name that other entities refer to this entity by.⤶
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**Tags (`tags`)** ⤶
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>* A list of general purpose tags for this entity, for interactions with other entities such as triggers.⤶
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**Post Processing Resource Name (`postprocessing`)**⤶
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**Enabled (`enabled`)**⤶
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>* Whether this entity is enabled. ⤶
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**Fade Time (` fadetime`)**⤶
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>* Time to fade to these postprocessing settings in seconds⤶
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**Enable Exposure (`enableexposure`)**⤶
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>* Use exposure settings for this entity? These will be overritten by a tonemap controller if one is present.⤶
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**Min Exposure (`minexposure`)**⤶
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>* Minimum autoexposure scale.⤶
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**Max Exposure (`maxexposure`)**⤶
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>* Maximum autoexposure scale.⤶
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**Exposure Compensation (`exposurecompensation`)**⤶
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>* Number of stops to adjust auto- exposure by.⤶
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**Exposure Fade Speed Up (`exposurespeedup`)**⤶
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**Exposure Fade Speed Down (`exposurespeeddown`)**⤶