API reference
API reference
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UOculusXRPassthroughLayerBase Class

Extends UStereoLayerShape

Fields

Ordering of passthrough layer in relation to scene rendering
Opacity of the (main) passthrough texture.
Enable edge color
Color of the passthrough edge rendering effect.
Enable color mapping
Type of colormapping to perform
Whether to use color map curve or gradient
Passthrough color mapping gradient converts grayscale to color
Contrast setting for color mapping
Brightness setting for color mapping
Posterize setting for grayscale and grayscale to color mapping
Saturation setting for color adjustment mapping
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.
Color LUT properties. If only ColorLUTSource is provided it will be blended with passthrough layer using following formula: Result = ColorLUTSource * LutWeight + Passthrough * (1 - LutWeight )
Color LUT properties. If two LUTs are provided they will be blended using following formula: Result = ColorLUTsSource * ( 1 - LutWeight ) + ColorLUTsTarget * LutWeight
Color value that will be multiplied to the current color map
Color value that will be added to the current color map

Protected Fields

TArray< FLinearColor > ColorArray[Get]
TArray< FLinearColor > NeutralColorArray[Get]

Member Functions

void SetTextureOpacity
( float InOpacity )
void EnableEdgeColor
( bool bInEnableEdgeColor )
void EnableColorMap
( bool bInEnableColorMap )
void EnableColorMapCurve
( bool bInEnableColorMapCurve )
void SetEdgeRenderingColor
( FLinearColor InEdgeColor )
Set color map controls for grayscale and grayscale to rgb color mapping
Set color map controls for color adjustment color mapping
void SetColorScaleAndOffset
( FLinearColor InColorScale,
FLinearColor InColorOffset )
Set color curve that will be added to the color map in grayscale modes --> will be converted into a gradient
void SetColorMapType
( EOculusXRColorMapType InColorMapType )
Set color map array directly instead through a color curve
void ClearColorMap ( )
void SetLayerPlacement
( EOculusXRPassthroughLayerOrder InLayerOrder )
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
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.
Sets LUT weight.
Removes color grading if any is active.

Protected Functions

TArray< FLinearColor > GenerateColorArrayFromColorCurve
( const UCurveLinearColor * InColorMapCurve )
TArray< FLinearColor > GetOrGenerateNeutralColorArray ( )
TArray< FLinearColor > GenerateColorArray
( bool bInUseColorMapCurve,
const UCurveLinearColor * InColorMapCurve )
TArray< FLinearColor > GetColorArray
( bool bInUseColorMapCurve,
const UCurveLinearColor * InColorMapCurve )
FColorLutDesc GenerateColorLutDescription
( float InLutWeight,
void MarkStereoLayerDirty ( )
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