enum | ColorChannels { ColorChannels.Rgb = OVRPlugin.PassthroughColorLutChannels.Rgb, ColorChannels.Rgba = OVRPlugin.PassthroughColorLutChannels.Rgba } |
uint | Resolution[Get] |
ColorChannels | Channels[Get] |
bool | IsInitialized[Get] |
bool | IsValid[Get] Checks if the LUT is usable. |
Initialize the color LUT data from a texture. | |
Set the color LUT data from an array of Color. | |
Set the color LUT data from an array of Color. | |
Set the color LUT data from an array of Color. | |
void | UpdateFrom ( Color[] colors ) Update color LUT data from an array of Colors. |
void | UpdateFrom ( Color32[] colors ) Update color LUT data from an array of Colors. |
void | UpdateFrom ( byte[] colors ) Update color LUT data from an array of Colors. |
void | Update color LUT data from a texture. |
void | Dispose ( ) |
static bool | Check if texture is in acceptable LUT format. |
Rgb | = OVRPlugin.PassthroughColorLutChannels.Rgb |
Rgba | = OVRPlugin.PassthroughColorLutChannels.Rgba |
uint OVRPassthroughColorLut.Resolution |
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No description available.
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ColorChannels OVRPassthroughColorLut.Channels |
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No description available.
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bool OVRPassthroughColorLut.IsInitialized |
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No description available.
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bool OVRPassthroughColorLut.IsValid |
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Checks if the LUT is usable. Can become invalid at runtime. |
OVRPassthroughColorLut.OVRPassthroughColorLut ( Texture2D initialLutTexture, bool flipY ) |
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Initialize the color LUT data from a texture. Color channels are inferred from texture format. Use UpdateFrom() to update LUT data after construction. Parameters initialLutTexture Texture to initialize the LUT from flipYFlag to inform whether the LUT texture should be flipped vertically. This is needed for LUT images which have color (0, 0, 0) in the top-left corner. Some color grading systems, e.g. Unity post-processing, have color (0, 0, 0) in the bottom-left corner, in which case flipping is not needed. |
OVRPassthroughColorLut.OVRPassthroughColorLut ( Color[] initialColorLut, ColorChannels channels ) |
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Set the color LUT data from an array of Color. The resolution is inferred from the array size, thus the size needs to be a result of resolution = size ^ 3 * numColorChannels, where numColorChannels depends on channels. Use UpdateFrom() to update color LUT data after construction. Parameters initialColorLut Color array to initialize the LUT from channelsColor channels for one color LUT entry |
OVRPassthroughColorLut.OVRPassthroughColorLut ( Color32[] initialColorLut, ColorChannels channels ) |
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Set the color LUT data from an array of Color. The resolution is inferred from the array size, thus the size needs to be a result of resolution = size ^ 3 * numColorChannels, where numColorChannels depends on channels. Use UpdateFrom() to update color LUT data after construction. Parameters initialColorLut Color32 array to initialize the LUT from channelsColor channels for one color LUT entry |
OVRPassthroughColorLut.OVRPassthroughColorLut ( byte[] initialColorLut, ColorChannels channels ) |
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Set the color LUT data from an array of Color. The resolution is inferred from the array size, thus the size needs to be a result of resolution = size ^ 3 * numColorChannels, where numColorChannels depends on channels. Use UpdateFrom() to update color LUT data after construction. Parameters initialColorLut Color byte array to initialize the LUT from channelsColor channels for one color LUT entry |
void OVRPassthroughColorLut.UpdateFrom ( Color[] colors ) |
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Update color LUT data from an array of Colors. Color channels and resolution must match the original. Parameters colors Color array |
void OVRPassthroughColorLut.UpdateFrom ( Color32[] colors ) |
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Update color LUT data from an array of Colors. Color channels and resolution must match the original. Parameters colors Color array |
void OVRPassthroughColorLut.UpdateFrom ( byte[] colors ) |
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Update color LUT data from an array of Colors. Color channels and resolution must match the original. Parameters colors Color array |
void OVRPassthroughColorLut.UpdateFrom ( Texture2D lutTexture, bool flipY ) |
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Update color LUT data from a texture. Color channels and resolution must match the original. Parameters lutTexture Color LUT texture flipYFlag to inform whether the LUT texture should be flipped vertically. This is needed for LUT images which have color (0, 0, 0) in the top-left corner. Some color grading systems, e.g. Unity post-processing, have color (0, 0, 0) in the bottom-left corner, in which case flipping is not needed. |
void OVRPassthroughColorLut.Dispose ( ) |
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No description available.
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static bool OVRPassthroughColorLut.IsTextureSupported ( Texture2D texture, out string errorMessage ) |
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Check if texture is in acceptable LUT format. Parameters texture Texture to check errorMessageError message describing acceptance fail reason Returns |