In this tutorial, you modify the Basic Passthrough Tutorial to apply a color look-up table (LUT) to the passthrough environment.
Deprecation notice: This tutorial uses the OculusXRPassthroughLayerComponent approach with a CameraActor and Level Blueprint. This pattern is deprecated as of Unreal Engine 5.6. For new projects, use the persistent passthrough workflow instead. See the Persistent Passthrough documentation for the recommended approach.
In the cloned repository, locate and copy the following files into your Basic Passthrough Tutorial project’s Content folder:
InvertedColors_LUT.uasset from Content/Passthrough/Blueprints/ColorLUTs/
inverted_lut.uasset from Content/Passthrough/Materials/Textures/
Set Color LUT file to the passthrough layer
Open the Basic Passthrough Tutorial project.
Double-click to edit InvertedColors_LUT.uasset and set Lut Texture to inverted_lut.uasset.
Return to the main scene window.
On the World Outliner tab, select CameraActor.
Click Blueprint on the toolbar and click Open Level Blueprint.
Right-click on the Blueprint editor and click Create a Reference to CameraActor.
Get the PassthroughLayer from the CameraActor, and then access the Stereo Layer Shape from it.
Enable Color Map.
Set Color Map to Color LUT.
Set Color LUTSource to InvertedColors_LUT.
Your Level Blueprint should look like this:
Save, build, and run the project
Connect your Meta Quest headset and run the project.
Put on the headset to test the passthrough window. You should see a small window of passthrough surrounded by a larger opaque field.
Note: Running the game over Meta Quest Link could significantly decrease the iteration time, but you will need to install the PC app, activate Passthrough within it, and set Enable alpha channel support in post processing to Allow through tonemapper in the Unreal project settings. Detailed instructions can be found in the Passthrough over Link documentation.