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UOculusXRPassthroughColorLut Class

Extends UObject
This class represents a color look-up table (LUT) that can be applied to an UOculusXRPassthroughLayerBase in order to change the color reproduction of that passthrough layer.
Color LUTs map each RGB input color to a new RGB(A) color. It unlocks a number of effects:
  • Color grading and color correction
  • Stylizations, such as posterization or hue rotation
  • Color filtering and chroma keying.
To apply a color LUT to a Passthrough layer, create a new instance of UOculusXRPassthroughLayerComponent and call UOculusXRPassthroughLayerBase::SetColorLUTSource()"/>.

Fields

Keeps the information of the source of the current LUT instance. The source can be an array, another LUT texture, or None.
Informs if the alpha channel of LUT should be ignored.

Member Functions

Generate color LUT from array. Array should have format of exploded cube. Its size should be power of 2.
Gets the handle of the lut object. It asks for a layer reference to track the list of objects who currently need the handle. Call RemoveReference() when you don't need the lut anymore.
Remove a layer reference. When there's no reference to any layer we destroy the lut object and clear the handle.
virtual void PreSave
( FObjectPreSaveContext ObjectSaveContext )
void BeginDestroy ( )
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