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UOculusXRPassthroughLayerBase Class

UOculusXRPassthroughLayerBase extends UStereoLayerShape.

Overview

Data Fields

TEnumAsByte< enum EOculusXRPassthroughLayerOrder >
float
bool
FLinearColor
bool
TEnumAsByte< enum EOculusXRColorMapType >
bool
UCurveLinearColor *
float
float
float
float
float
FLinearColor
FLinearColor

Object Data

TArray< FLinearColor >
TArray< FLinearColor >

Public Member Functions

void
SetTextureOpacity
( float InOpacity )
void
EnableEdgeColor
( bool bInEnableEdgeColor )
void
EnableColorMap
( bool bInEnableColorMap )
void
EnableColorMapCurve
( bool bInEnableColorMapCurve )
void
SetEdgeRenderingColor
( FLinearColor InEdgeColor )
void
SetColorMapControls
( float InContrast,
float InBrightness,
float InPosterize )
void
SetBrightnessContrastSaturation
( float InContrast,
float InBrightness,
float InSaturation )
void
SetColorScaleAndOffset
( FLinearColor InColorScale,
FLinearColor InColorOffset )
void
SetColorMapCurve
( UCurveLinearColor * InColorMapCurve )
void
SetColorMapType
( EOculusXRColorMapType InColorMapType )
void
SetColorArray
( const TArray< FLinearColor > & InColorArray )
void
void
SetLayerPlacement
( EOculusXRPassthroughLayerOrder InLayerOrder )
void
SetColorLUTSource
( class UOculusXRPassthroughColorLut * InColorLUTSource )
void
SetColorLUTTarget
( class UOculusXRPassthroughColorLut * InColorLUTTarget )
void
SetColorLUTWeight
( float InWeight )
void

Object Data

TArray< FLinearColor >
GenerateColorArrayFromColorCurve
( const UCurveLinearColor * InColorMapCurve )
TArray< FLinearColor >
TArray< FLinearColor >
GenerateColorArray
( bool bInUseColorMapCurve,
const UCurveLinearColor * InColorMapCurve )
TArray< FLinearColor >
GetColorArray
( bool bInUseColorMapCurve,
const UCurveLinearColor * InColorMapCurve )
FColorLutDesc

Details

Fields

TEnumAsByte<enum EOculusXRPassthroughLayerOrder> UOculusXRPassthroughLayerBase::LayerOrder
Ordering of passthrough layer in relation to scene rendering
float UOculusXRPassthroughLayerBase::TextureOpacityFactor
Opacity of the (main) passthrough texture.
bool UOculusXRPassthroughLayerBase::bEnableEdgeColor
Enable edge color
FLinearColor UOculusXRPassthroughLayerBase::EdgeColor
Color of the passthrough edge rendering effect.
bool UOculusXRPassthroughLayerBase::bEnableColorMap
Enable color mapping
TEnumAsByte<enum EOculusXRColorMapType> UOculusXRPassthroughLayerBase::ColorMapType
Type of colormapping to perform
bool UOculusXRPassthroughLayerBase::bUseColorMapCurve
Whether to use color map curve or gradient
UCurveLinearColor* UOculusXRPassthroughLayerBase::ColorMapCurve
Passthrough color mapping gradient converts grayscale to color
float UOculusXRPassthroughLayerBase::Contrast
Contrast setting for color mapping
float UOculusXRPassthroughLayerBase::Brightness
Brightness setting for color mapping
float UOculusXRPassthroughLayerBase::Posterize
Posterize setting for grayscale and grayscale to color mapping
float UOculusXRPassthroughLayerBase::Saturation
Saturation setting for color adjustment mapping
float UOculusXRPassthroughLayerBase::LutWeight
Color LUT Weight. It is used to combine LUT with Passthrough if one LUT is provided. If two LUTs are provided LutWeight will be used to blend them.
UOculusXRPassthroughColorLut* UOculusXRPassthroughLayerBase::ColorLUTSource
Color LUT properties. If only ColorLUTSource is provided it will be blended with passthrough layer using following formula: Result = ColorLUTSource * LutWeight + Passthrough * (1 - LutWeight )
UOculusXRPassthroughColorLut* UOculusXRPassthroughLayerBase::ColorLUTTarget
Color LUT properties. If two LUTs are provided they will be blended using following formula: Result = ColorLUTsSource * ( 1 - LutWeight ) + ColorLUTsTarget * LutWeight
FLinearColor UOculusXRPassthroughLayerBase::ColorScale
Color value that will be multiplied to the current color map
FLinearColor UOculusXRPassthroughLayerBase::ColorOffset
Color value that will be added to the current color map

Object Data

TArray<FLinearColor> UOculusXRPassthroughLayerBase::ColorArray
No description available.
TArray<FLinearColor> UOculusXRPassthroughLayerBase::NeutralColorArray
No description available.

Member Functions

void UOculusXRPassthroughLayerBase::SetTextureOpacity
( float InOpacity )
No description available.
void UOculusXRPassthroughLayerBase::EnableEdgeColor
( bool bInEnableEdgeColor )
No description available.
void UOculusXRPassthroughLayerBase::EnableColorMap
( bool bInEnableColorMap )
No description available.
void UOculusXRPassthroughLayerBase::EnableColorMapCurve
( bool bInEnableColorMapCurve )
No description available.
void UOculusXRPassthroughLayerBase::SetEdgeRenderingColor
( FLinearColor InEdgeColor )
No description available.
void UOculusXRPassthroughLayerBase::SetColorMapControls
( float InContrast,
float InBrightness,
float InPosterize )
Set color map controls for grayscale and grayscale to rgb color mapping
void UOculusXRPassthroughLayerBase::SetBrightnessContrastSaturation
( float InContrast,
float InBrightness,
float InSaturation )
Set color map controls for color adjustment color mapping
void UOculusXRPassthroughLayerBase::SetColorScaleAndOffset
( FLinearColor InColorScale,
FLinearColor InColorOffset )
No description available.
void UOculusXRPassthroughLayerBase::SetColorMapCurve
( UCurveLinearColor * InColorMapCurve )
Set color curve that will be added to the color map in grayscale modes > will be converted into a gradient
void UOculusXRPassthroughLayerBase::SetColorMapType
( EOculusXRColorMapType InColorMapType )
No description available.
void UOculusXRPassthroughLayerBase::SetColorArray
( const TArray< FLinearColor > & InColorArray )
Set color map array directly instead through a color curve
void UOculusXRPassthroughLayerBase::ClearColorMap ( )
No description available.
void UOculusXRPassthroughLayerBase::SetLayerPlacement
( EOculusXRPassthroughLayerOrder InLayerOrder )
No description available.
void UOculusXRPassthroughLayerBase::SetColorLUTSource
( class UOculusXRPassthroughColorLut * InColorLUTSource )
Sets Color LUT source. If ColorMapType is "Color LUT", then source will be blended with passthrough using folowing formula: Result = ColorLUTSource * LutWeight + Passthrough * (1 - LutWeight ) If ColorMapType is "Interpolated Color LUT", then source will be blended with color LUT target using folowing formula: Result = ColorLUTSource * ( 1 - LutWeight ) + ColorLUTTarget * LutWeight
void UOculusXRPassthroughLayerBase::SetColorLUTTarget
( class UOculusXRPassthroughColorLut * InColorLUTTarget )
Sets Color LUT target. If ColorMapType is "Interpolated Color LUT", then target will be blended with passthrough using folowing formula: Result = ColorLUTSource * ( 1 - LutWeight ) + ColorLUTTarget * LutWeight Note: If ColorLUTSource is not specified, Color LUT will be not be applied to the Passthrough layer.
void UOculusXRPassthroughLayerBase::SetColorLUTWeight
( float InWeight )
Sets LUT weight.
void UOculusXRPassthroughLayerBase::RemoveColorLut ( )
Removes color grading if any is active.

Object Data

TArray<FLinearColor> UOculusXRPassthroughLayerBase::GenerateColorArrayFromColorCurve
( const UCurveLinearColor * InColorMapCurve )
No description available.
TArray<FLinearColor> UOculusXRPassthroughLayerBase::GetOrGenerateNeutralColorArray ( )
No description available.
TArray<FLinearColor> UOculusXRPassthroughLayerBase::GenerateColorArray
( bool bInUseColorMapCurve,
const UCurveLinearColor * InColorMapCurve )
No description available.
TArray<FLinearColor> UOculusXRPassthroughLayerBase::GetColorArray
( bool bInUseColorMapCurve,
const UCurveLinearColor * InColorMapCurve )
No description available.
FColorLutDesc UOculusXRPassthroughLayerBase::GenerateColorLutDescription
( float InLutWeight,
No description available.
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