ColorArray
: TArray< FLinearColor > |
Signature
TArray<FLinearColor> UOculusXRPassthroughLayerBase::ColorArray |
NeutralColorArray
: TArray< FLinearColor > |
Signature
TArray<FLinearColor> UOculusXRPassthroughLayerBase::NeutralColorArray |
bEnableColorMap
: bool |
Enable color mapping
Signature
bool UOculusXRPassthroughLayerBase::bEnableColorMap |
bEnableEdgeColor
: bool |
Enable edge color
Signature
bool UOculusXRPassthroughLayerBase::bEnableEdgeColor |
Brightness
: float |
Brightness setting for color mapping
Signature
float UOculusXRPassthroughLayerBase::Brightness |
bUseColorMapCurve
: bool |
Whether to use color map curve or gradient
Signature
bool UOculusXRPassthroughLayerBase::bUseColorMapCurve |
ColorLUTSource
: UOculusXRPassthroughColorLut * |
Color LUT properties. If only ColorLUTSource is provided it will be blended with passthrough layer using following formula: Result = ColorLUTSource * LutWeight + Passthrough * (1 - LutWeight )
Signature
UOculusXRPassthroughColorLut* UOculusXRPassthroughLayerBase::ColorLUTSource |
ColorLUTTarget
: UOculusXRPassthroughColorLut * |
Color LUT properties. If two LUTs are provided they will be blended using following formula: Result = ColorLUTsSource * ( 1 - LutWeight ) + ColorLUTsTarget * LutWeight
Signature
UOculusXRPassthroughColorLut* UOculusXRPassthroughLayerBase::ColorLUTTarget |
ColorMapCurve
: UCurveLinearColor * |
Passthrough color mapping gradient converts grayscale to color
Signature
UCurveLinearColor* UOculusXRPassthroughLayerBase::ColorMapCurve |
ColorMapType
: TEnumAsByte< enum EOculusXRColorMapType > |
Type of colormapping to perform
Signature
TEnumAsByte<enum EOculusXRColorMapType> UOculusXRPassthroughLayerBase::ColorMapType |
ColorOffset
: FLinearColor |
Color value that will be added to the current color map
Signature
FLinearColor UOculusXRPassthroughLayerBase::ColorOffset |
ColorScale
: FLinearColor |
Color value that will be multiplied to the current color map
Signature
FLinearColor UOculusXRPassthroughLayerBase::ColorScale |
Contrast
: float |
Contrast setting for color mapping
Signature
float UOculusXRPassthroughLayerBase::Contrast |
EdgeColor
: FLinearColor |
Color of the passthrough edge rendering effect.
Signature
FLinearColor UOculusXRPassthroughLayerBase::EdgeColor |
LayerOrder
: TEnumAsByte< enum EOculusXRPassthroughLayerOrder > |
Ordering of passthrough layer in relation to scene rendering
Signature
TEnumAsByte<enum EOculusXRPassthroughLayerOrder> UOculusXRPassthroughLayerBase::LayerOrder |
LutWeight
: float |
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.
Signature
float UOculusXRPassthroughLayerBase::LutWeight |
Posterize
: float |
Posterize setting for grayscale and grayscale to color mapping
Signature
float UOculusXRPassthroughLayerBase::Posterize |
Saturation
: float |
Saturation setting for color adjustment mapping
Signature
float UOculusXRPassthroughLayerBase::Saturation |
TextureOpacityFactor
: float |
Opacity of the (main) passthrough texture.
Signature
float UOculusXRPassthroughLayerBase::TextureOpacityFactor |
GenerateColorArray
(
bInUseColorMapCurve
, InColorMapCurve
)
|
Signature
TArray<FLinearColor> UOculusXRPassthroughLayerBase::GenerateColorArray(bool bInUseColorMapCurve, const UCurveLinearColor *InColorMapCurve) Parameters bInUseColorMapCurve: boolInColorMapCurve: const UCurveLinearColor *Returns TArray< FLinearColor > |
GenerateColorArrayFromColorCurve
(
InColorMapCurve
)
|
Signature
TArray<FLinearColor> UOculusXRPassthroughLayerBase::GenerateColorArrayFromColorCurve(const UCurveLinearColor *InColorMapCurve) const Parameters InColorMapCurve: const UCurveLinearColor *Returns TArray< FLinearColor > |
GenerateColorLutDescription
(
InLutWeight
, InLutSource
, InLutTarget
)
|
Signature
FColorLutDesc UOculusXRPassthroughLayerBase::GenerateColorLutDescription(float InLutWeight, UOculusXRPassthroughColorLut *InLutSource, UOculusXRPassthroughColorLut *InLutTarget) Parameters InLutWeight: floatInLutSource: UOculusXRPassthroughColorLut *InLutTarget: UOculusXRPassthroughColorLut *Returns FColorLutDesc |
GetColorArray
(
bInUseColorMapCurve
, InColorMapCurve
)
|
Signature
TArray<FLinearColor> UOculusXRPassthroughLayerBase::GetColorArray(bool bInUseColorMapCurve, const UCurveLinearColor *InColorMapCurve) Parameters bInUseColorMapCurve: boolInColorMapCurve: const UCurveLinearColor *Returns TArray< FLinearColor > |
GetOrGenerateNeutralColorArray
()
|
Signature
TArray<FLinearColor> UOculusXRPassthroughLayerBase::GetOrGenerateNeutralColorArray() Returns TArray< FLinearColor > |
MarkStereoLayerDirty
()
|
Signature
void UOculusXRPassthroughLayerBase::MarkStereoLayerDirty() Returns void |
ClearColorMap
()
|
Signature
void UOculusXRPassthroughLayerBase::ClearColorMap() Returns void |
EnableColorMap
(
bInEnableColorMap
)
|
Signature
void UOculusXRPassthroughLayerBase::EnableColorMap(bool bInEnableColorMap) Parameters bInEnableColorMap: boolReturns void |
EnableColorMapCurve
(
bInEnableColorMapCurve
)
|
Signature
void UOculusXRPassthroughLayerBase::EnableColorMapCurve(bool bInEnableColorMapCurve) Parameters bInEnableColorMapCurve: boolReturns void |
EnableEdgeColor
(
bInEnableEdgeColor
)
|
Signature
void UOculusXRPassthroughLayerBase::EnableEdgeColor(bool bInEnableEdgeColor) Parameters bInEnableEdgeColor: boolReturns void |
RemoveColorLut
()
|
Removes color grading if any is active.
Signature
void UOculusXRPassthroughLayerBase::RemoveColorLut() Returns void |
SetBrightnessContrastSaturation
(
InContrast
, InBrightness
, InSaturation
)
|
Set color map controls for color adjustment color mapping
Signature
void UOculusXRPassthroughLayerBase::SetBrightnessContrastSaturation(float InContrast=0, float InBrightness=0, float InSaturation=0) Parameters InContrast: floatInBrightness: floatInSaturation: floatReturns void |
SetColorArray
(
InColorArray
)
|
Set color map array directly instead through a color curve
Signature
void UOculusXRPassthroughLayerBase::SetColorArray(const TArray< FLinearColor > &InColorArray) Parameters InColorArray: const TArray< FLinearColor > &Returns void |
SetColorLUTSource
(
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
Signature
void UOculusXRPassthroughLayerBase::SetColorLUTSource(class UOculusXRPassthroughColorLut *InColorLUTSource) Parameters InColorLUTSource: class UOculusXRPassthroughColorLut *Returns void |
SetColorLUTTarget
(
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.
Signature
void UOculusXRPassthroughLayerBase::SetColorLUTTarget(class UOculusXRPassthroughColorLut *InColorLUTTarget) Parameters InColorLUTTarget: class UOculusXRPassthroughColorLut *Returns void |
SetColorLUTWeight
(
InWeight
)
|
Sets LUT weight.
Signature
void UOculusXRPassthroughLayerBase::SetColorLUTWeight(float InWeight=1.0f) Parameters InWeight: floatReturns void |
SetColorMapControls
(
InContrast
, InBrightness
, InPosterize
)
|
Set color map controls for grayscale and grayscale to rgb color mapping
Signature
void UOculusXRPassthroughLayerBase::SetColorMapControls(float InContrast=0, float InBrightness=0, float InPosterize=0) Parameters InContrast: floatInBrightness: floatInPosterize: floatReturns void |
SetColorMapCurve
(
InColorMapCurve
)
|
Set color curve that will be added to the color map in grayscale modes > will be converted into a gradient
Signature
void UOculusXRPassthroughLayerBase::SetColorMapCurve(UCurveLinearColor *InColorMapCurve) Parameters InColorMapCurve: UCurveLinearColor *Returns void |
SetColorMapType
(
InColorMapType
)
|
Signature
void UOculusXRPassthroughLayerBase::SetColorMapType(EOculusXRColorMapType InColorMapType) Parameters InColorMapType: EOculusXRColorMapTypeReturns void |
SetColorScaleAndOffset
(
InColorScale
, InColorOffset
)
|
Signature
void UOculusXRPassthroughLayerBase::SetColorScaleAndOffset(FLinearColor InColorScale=FLinearColor::White, FLinearColor InColorOffset=FLinearColor::Black) Parameters InColorScale: FLinearColorInColorOffset: FLinearColorReturns void |
SetEdgeRenderingColor
(
InEdgeColor
)
|
Signature
void UOculusXRPassthroughLayerBase::SetEdgeRenderingColor(FLinearColor InEdgeColor) Parameters InEdgeColor: FLinearColorReturns void |
SetLayerPlacement
(
InLayerOrder
)
|
Signature
void UOculusXRPassthroughLayerBase::SetLayerPlacement(EOculusXRPassthroughLayerOrder InLayerOrder) Parameters InLayerOrder: EOculusXRPassthroughLayerOrderReturns void |
SetTextureOpacity
(
InOpacity
)
|
Signature
void UOculusXRPassthroughLayerBase::SetTextureOpacity(float InOpacity) Parameters InOpacity: floatReturns void |