ColorArray
: TArray< FLinearColor > |
Signature
TArray<FLinearColor> UOculusXRPassthroughLayerBase::ColorArray |
NeutralColorArray
: TArray< FLinearColor > |
Signature
TArray<FLinearColor> UOculusXRPassthroughLayerBase::NeutralColorArray |
bEnableColorMap
: bool |
Enables or disables the color mapping for this layer
Signature
bool UOculusXRPassthroughLayerBase::bEnableColorMap |
bEnableEdgeColor
: bool |
Enables or disables edge rendering. Use this flag to toggle the edge rendering but retain the previously selected color (including alpha) in the UI when it is disabled.
Signature
bool UOculusXRPassthroughLayerBase::bEnableEdgeColor |
Brightness
: float |
Contains brightness setting for color mapping. Ranges from -1 (minimum) to 1 (maximum). This property only has an effect if ColorMapType is set to ColorMapType_ColorAdjustment, ColorMapType_Grayscale or ColorMapType_GrayscaleToColor.
Signature
float UOculusXRPassthroughLayerBase::Brightness |
bUseColorMapCurve
: bool |
Controls whether to use a color map curve or a gradient. Use it together with ColorMapCurve property, or set it with EnableColorMapCurve().
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 both ColorLUTSource and ColorLUTTarget are provided they will be blended using following formula: Result = ColorLUTsSource * ( 1 - LutWeight ) + ColorLUTsTarget * LutWeight
Signature
UOculusXRPassthroughColorLut* UOculusXRPassthroughLayerBase::ColorLUTTarget |
ColorMapCurve
: UCurveLinearColor * |
Contains color mapping gradient which is used to convert grayscale passthrough to color. This property only has an effect if ColorMapType is set to ColorMapType_GrayscaleToColor.
Signature
UCurveLinearColor* UOculusXRPassthroughLayerBase::ColorMapCurve |
ColorMapType
: TEnumAsByte< enum EOculusXRColorMapType > |
Represents the color mapping technique applied to this layer. Prefer setting it with SetColorMapType() method
Signature
TEnumAsByte<enum EOculusXRColorMapType> UOculusXRPassthroughLayerBase::ColorMapType |
ColorOffset
: FLinearColor |
Contains the color value that will be added to the pixel color values during compositing. Default is black = (0,0,0,0). This property only has an effect if ColorMapType is set to ColorMapType_GrayscaleToColor.
Signature
FLinearColor UOculusXRPassthroughLayerBase::ColorOffset |
ColorScale
: FLinearColor |
Contains the color value that will be multiplied to the pixel color values during compositing. Default is white = (1,1,1,1). This property only has an effect if ColorMapType is set to ColorMapType_GrayscaleToColor.
Signature
FLinearColor UOculusXRPassthroughLayerBase::ColorScale |
Contrast
: float |
Contains contrast setting for color mapping. Ranges from -1 (minimum) to 1 (maximum). This property only has an effect if ColorMapType is set to ColorMapType_ColorAdjustment, ColorMapType_Grayscale or ColorMapType_GrayscaleToColor.
Signature
float UOculusXRPassthroughLayerBase::Contrast |
EdgeColor
: FLinearColor |
Color for the edge rendering.
Signature
FLinearColor UOculusXRPassthroughLayerBase::EdgeColor |
LayerOrder
: TEnumAsByte< enum EOculusXRPassthroughLayerOrder > |
Specifies whether passthrough should appear on top of (when LayerOrder is PassthroughLayerOrder_Overlay) or beneath (when LayerOrder is PassthroughLayerOrder_Underlay) the virtual content. The default is Underlay. Overlay is deprecated.
Signature
TEnumAsByte<enum EOculusXRPassthroughLayerOrder> UOculusXRPassthroughLayerBase::LayerOrder |
LutWeight
: float |
Controls how ColorMapType_ColorLut color mapping technique is applied to passthrough. If the value is 0, then the appearance of Passthrough is unchanged. If it is 1, the colors are fully taken from the LUT. Values between 0 and 1 lead to a linear interpolation between the original color and the LUT color. If two LUTs are provided LutWeight is used to blend them. This value can be animated to create smooth transitions.
Signature
float UOculusXRPassthroughLayerBase::LutWeight |
Posterize
: float |
Contains posterize setting for grayscale and grayscale to color mappings. Ranges from 0 to 1, where 0 = no posterization (no effect), 1 = reduce to two colors.
Signature
float UOculusXRPassthroughLayerBase::Posterize |
Saturation
: float |
Contains saturation for color adjustment mapping. Ranges from -1 (minimum) to 1 (maximum).
Signature
float UOculusXRPassthroughLayerBase::Saturation |
TextureOpacityFactor
: float |
Defines the passthrough opacity. It can be used to blend between passthrough and VR when LayerOrder is set to Overlay, or to dim passthrough when LayerOrder is set to Underlay.
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 |
BeginDestroy
()
|
Signature
virtual void UOculusXRPassthroughLayerBase::BeginDestroy() Returns void |
ClearColorMap
()
|
Clears any color maps previously applied to this layer and sets ColorMapType to ColorMapType_None value
Signature
void UOculusXRPassthroughLayerBase::ClearColorMap() Returns void |
ClearLUTsReferences
()
|
Signature
void UOculusXRPassthroughLayerBase::ClearLUTsReferences() Returns void |
EnableColorMap
(
bInEnableColorMap
)
|
This method allows to enable or disable the color mapping technique which is configured for this passthrough layer.
Signature
void UOculusXRPassthroughLayerBase::EnableColorMap(bool bInEnableColorMap) Parameters bInEnableColorMap: bool
Specify true to enable the color mapping, and false to disable it.
Returns void |
EnableColorMapCurve
(
bInEnableColorMapCurve
)
|
Enable or disables the color map curve used to convert grayscale passthrough to color. This mehtod only has an effect when the color mapping type is set to ColorMapType_GrayscaleToColor. See bUseColorMapCurve for more details.
Signature
void UOculusXRPassthroughLayerBase::EnableColorMapCurve(bool bInEnableColorMapCurve) Parameters bInEnableColorMapCurve: bool
Specify true to apply the color map curve.
Returns void |
EnableEdgeColor
(
bInEnableEdgeColor
)
|
This method allows to enable or disable the edge rendering in this passthrough layer. See bEnableEdgeColor for more details.
Signature
void UOculusXRPassthroughLayerBase::EnableEdgeColor(bool bInEnableEdgeColor) Parameters bInEnableEdgeColor: bool
Specify true to enable edge rendering.
Returns void |
RemoveColorLut
()
|
Removes color grading if any is active
Signature
void UOculusXRPassthroughLayerBase::RemoveColorLut() Returns void |
SetBrightnessContrastSaturation
(
InContrast
, InBrightness
, InSaturation
)
|
This method allows to configure brightness and contrast adjustment for Passthrough images. It fails if ColorMapType is not set to ColorMapType_ColorAdjustment.
Signature
void UOculusXRPassthroughLayerBase::SetBrightnessContrastSaturation(float InContrast=0, float InBrightness=0, float InSaturation=0) Parameters InContrast: float
Contast of passthrough. Valid range: [-1, 1]. A value of 0 means that contrast is left unchanged.
InBrightness: float
Brightness of passthrough. Valid range: [-1, 1]. A value of 0 means that brightness is left unchanged.
InSaturation: float
Saturation of passthrough. Valid range: [-1, 1]. A value of 0 means that saturation is left unchanged.
Returns void |
SetColorArray
(
InColorArray
)
|
Set color map array directly instead through a color curve. This method only has an affect when ColorMapType is set to ColorMapType_GrayscaleToColor
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 the color LUT weight. See LutWeight for more details
Signature
void UOculusXRPassthroughLayerBase::SetColorLUTWeight(float InWeight=1.0f) Parameters InWeight: floatReturns void |
SetColorMapControls
(
InContrast
, InBrightness
, InPosterize
)
|
Sets the color map controls for grayscale and grayscale to rgb color mappings. The method fails if ColorMapType is not set to ColorMapType_Grayscale or ColorMapType_GrayscaleToColor.
Signature
void UOculusXRPassthroughLayerBase::SetColorMapControls(float InContrast=0, float InBrightness=0, float InPosterize=0) Parameters InContrast: float
Contast of passthrough. Valid range: [-1, 1]. A value of 0 means that contrast is left unchanged.
InBrightness: float
Brightness of passthrough. Valid range: [-1, 1]. A value of 0 means that brightness is left unchanged.
InPosterize: float
Posterize of passthrough. Ranges from 0 to 1, where 0 = no posterization (no effect), 1 = reduce to two colors.
Returns void |
SetColorMapCurve
(
InColorMapCurve
)
|
Sets the 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
)
|
Sets the color mapping technique applied to the passthrough texture if bEnableColorMap is set to true
Signature
void UOculusXRPassthroughLayerBase::SetColorMapType(EOculusXRColorMapType InColorMapType) Parameters InColorMapType: EOculusXRColorMapTypeReturns void |
SetColorScaleAndOffset
(
InColorScale
, InColorOffset
)
|
This method allows to configure the color scale and offset values applied to passthrough pixels. The method only has an effect if ColorMapType is set to ColorMapType_GrayscaleToColor.
Signature
void UOculusXRPassthroughLayerBase::SetColorScaleAndOffset(FLinearColor InColorScale=FLinearColor::White, FLinearColor InColorOffset=FLinearColor::Black) Parameters InColorScale: FLinearColor
Color value that will be multiplied to the pixel color values during compositing. Default is {1,1,1,1}InColorOffset: FLinearColor
Color value that will be added to the pixel color values during compositing. Default is {0,0,0,0}.
Returns void |
SetEdgeRenderingColor
(
InEdgeColor
)
|
This method controls the color of the edges when edge rendering is enabled. See EdgeColor for more details.
Signature
void UOculusXRPassthroughLayerBase::SetEdgeRenderingColor(FLinearColor InEdgeColor) Parameters InEdgeColor: FLinearColor
Edge rendering color.
Returns void |
SetLayerPlacement
(
InLayerOrder
)
|
Specifies whether passthrough should appear on top of (PassthroughLayerOrder_Overlay) or beneath (PassthroughLayerOrder_Underlay) the virtual content. The default is Underlay. Overlay is deprecated. See LayerOrder property for more details
Signature
void UOculusXRPassthroughLayerBase::SetLayerPlacement(EOculusXRPassthroughLayerOrder InLayerOrder) Parameters InLayerOrder: EOculusXRPassthroughLayerOrderReturns void |
SetTextureOpacity
(
InOpacity
)
|
This method changes the passthrough texture opacity. See TextureOpacityFactor for more details.
Signature
void UOculusXRPassthroughLayerBase::SetTextureOpacity(float InOpacity) Parameters InOpacity: float
New value of the passthrough texture opacity.
Returns void |