TEnumAsByte< enum EOculusXRPassthroughLayerOrder > | LayerOrder[Get] |
float | TextureOpacityFactor[Get] |
bool | bEnableEdgeColor[Get] |
FLinearColor | EdgeColor[Get] |
bool | bEnableColorMap[Get] |
TEnumAsByte< enum EOculusXRColorMapType > | ColorMapType[Get] |
bool | bUseColorMapCurve[Get] |
UCurveLinearColor * | ColorMapCurve[Get] |
float | Contrast[Get] |
float | Brightness[Get] |
float | Posterize[Get] |
float | Saturation[Get] |
float | LutWeight[Get] |
ColorLUTSource[Get] | |
ColorLUTTarget[Get] | |
FLinearColor | ColorScale[Get] |
FLinearColor | ColorOffset[Get] |
TArray< FLinearColor > | ColorArray[Get] |
TArray< FLinearColor > | NeutralColorArray[Get] |
void | SetTextureOpacity ( float InOpacity ) |
void | EnableEdgeColor ( bool bInEnableEdgeColor ) |
void | EnableColorMap ( bool bInEnableColorMap ) |
void | EnableColorMapCurve ( bool bInEnableColorMapCurve ) |
void | SetEdgeRenderingColor ( FLinearColor InEdgeColor ) |
void | |
void | |
void | |
void | SetColorMapCurve ( UCurveLinearColor * InColorMapCurve ) |
void | SetColorMapType ( EOculusXRColorMapType InColorMapType ) |
void | SetColorArray ( const TArray< FLinearColor > & InColorArray ) |
void | ClearColorMap ( ) |
void | SetLayerPlacement ( EOculusXRPassthroughLayerOrder InLayerOrder ) |
void | SetColorLUTSource ( class UOculusXRPassthroughColorLut * InColorLUTSource ) |
void | SetColorLUTTarget ( class UOculusXRPassthroughColorLut * InColorLUTTarget ) |
void | SetColorLUTWeight ( float InWeight ) |
void | RemoveColorLut ( ) |
TArray< FLinearColor > | GenerateColorArrayFromColorCurve ( const UCurveLinearColor * InColorMapCurve ) |
TArray< FLinearColor > | |
TArray< FLinearColor > | |
TArray< FLinearColor > | |
FColorLutDesc | GenerateColorLutDescription ( float InLutWeight, UOculusXRPassthroughColorLut * InLutSource, UOculusXRPassthroughColorLut * InLutTarget ) |
| TEnumAsByte<enum EOculusXRPassthroughLayerOrder> UOculusXRPassthroughLayerBase::LayerOrder |
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Ordering of passthrough layer in relation to scene rendering |
| float UOculusXRPassthroughLayerBase::TextureOpacityFactor |
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Opacity of the (main) passthrough texture. |
| bool UOculusXRPassthroughLayerBase::bEnableEdgeColor |
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Enable edge color |
| FLinearColor UOculusXRPassthroughLayerBase::EdgeColor |
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Color of the passthrough edge rendering effect. |
| bool UOculusXRPassthroughLayerBase::bEnableColorMap |
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Enable color mapping |
| TEnumAsByte<enum EOculusXRColorMapType> UOculusXRPassthroughLayerBase::ColorMapType |
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Type of colormapping to perform |
| bool UOculusXRPassthroughLayerBase::bUseColorMapCurve |
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Whether to use color map curve or gradient |
| UCurveLinearColor* UOculusXRPassthroughLayerBase::ColorMapCurve |
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Passthrough color mapping gradient converts grayscale to color |
| float UOculusXRPassthroughLayerBase::Contrast |
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Contrast setting for color mapping |
| float UOculusXRPassthroughLayerBase::Brightness |
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Brightness setting for color mapping |
| float UOculusXRPassthroughLayerBase::Posterize |
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Posterize setting for grayscale and grayscale to color mapping |
| float UOculusXRPassthroughLayerBase::Saturation |
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Saturation setting for color adjustment mapping |
| float UOculusXRPassthroughLayerBase::LutWeight |
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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 |
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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 |
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Color LUT properties. If two LUTs are provided they will be blended using following formula: Result = ColorLUTsSource * ( 1 - LutWeight ) + ColorLUTsTarget * LutWeight |
| FLinearColor UOculusXRPassthroughLayerBase::ColorScale |
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Color value that will be multiplied to the current color map |
| FLinearColor UOculusXRPassthroughLayerBase::ColorOffset |
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Color value that will be added to the current color map |
| TArray<FLinearColor> UOculusXRPassthroughLayerBase::ColorArray |
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No description available.
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| TArray<FLinearColor> UOculusXRPassthroughLayerBase::NeutralColorArray |
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No description available.
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| void UOculusXRPassthroughLayerBase::SetTextureOpacity ( float InOpacity ) |
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No description available.
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| void UOculusXRPassthroughLayerBase::EnableEdgeColor ( bool bInEnableEdgeColor ) |
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No description available.
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| void UOculusXRPassthroughLayerBase::EnableColorMap ( bool bInEnableColorMap ) |
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No description available.
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| void UOculusXRPassthroughLayerBase::EnableColorMapCurve ( bool bInEnableColorMapCurve ) |
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No description available.
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| void UOculusXRPassthroughLayerBase::SetEdgeRenderingColor ( FLinearColor InEdgeColor ) |
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No description available.
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| void UOculusXRPassthroughLayerBase::SetColorMapControls ( float InContrast, float InBrightness, float InPosterize ) |
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Set color map controls for grayscale and grayscale to rgb color mapping |
| void UOculusXRPassthroughLayerBase::SetBrightnessContrastSaturation ( float InContrast, float InBrightness, float InSaturation ) |
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Set color map controls for color adjustment color mapping |
| void UOculusXRPassthroughLayerBase::SetColorScaleAndOffset ( FLinearColor InColorScale, FLinearColor InColorOffset ) |
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No description available.
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| void UOculusXRPassthroughLayerBase::SetColorMapCurve ( UCurveLinearColor * InColorMapCurve ) |
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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 ) |
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No description available.
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| void UOculusXRPassthroughLayerBase::SetColorArray ( const TArray< FLinearColor > & InColorArray ) |
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Set color map array directly instead through a color curve |
| void UOculusXRPassthroughLayerBase::ClearColorMap ( ) |
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No description available.
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| void UOculusXRPassthroughLayerBase::SetLayerPlacement ( EOculusXRPassthroughLayerOrder InLayerOrder ) |
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No description available.
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| void UOculusXRPassthroughLayerBase::SetColorLUTSource ( class UOculusXRPassthroughColorLut * InColorLUTSource ) |
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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 ) |
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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 ) |
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Sets LUT weight. |
| void UOculusXRPassthroughLayerBase::RemoveColorLut ( ) |
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Removes color grading if any is active. |
| TArray<FLinearColor> UOculusXRPassthroughLayerBase::GenerateColorArrayFromColorCurve ( const UCurveLinearColor * InColorMapCurve ) |
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No description available.
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| TArray<FLinearColor> UOculusXRPassthroughLayerBase::GetOrGenerateNeutralColorArray ( ) |
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No description available.
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| TArray<FLinearColor> UOculusXRPassthroughLayerBase::GenerateColorArray ( bool bInUseColorMapCurve, const UCurveLinearColor * InColorMapCurve ) |
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No description available.
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| TArray<FLinearColor> UOculusXRPassthroughLayerBase::GetColorArray ( bool bInUseColorMapCurve, const UCurveLinearColor * InColorMapCurve ) |
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No description available.
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| FColorLutDesc UOculusXRPassthroughLayerBase::GenerateColorLutDescription ( float InLutWeight, UOculusXRPassthroughColorLut * InLutSource, UOculusXRPassthroughColorLut * InLutTarget ) |
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No description available.
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