The graphics device.
Crossfade between the two graded results, 0-1 range. 0 shows only the primary LUT, 1 shows only the secondary LUT, intermediate values produce a linear-space mix. Only used when ColorLutEffect#texture2 is set. Defaults to 0.
The camera frame the effect is registered with, or null.
The graphics device.
Whether the effect is enabled. An effect can additionally disable itself from its own parameters, see CameraFrameEffect#active.
The strength of the primary LUT, blended against the original color, 0-1 range. Defaults to 1.
The strength of the secondary LUT, blended against the original color, 0-1 range. Only used when ColorLutEffect#texture2 is set. Defaults to 1.
The primary LUT texture. This must be a 256×16 2D "horizontal strip" texture representing
an unwrapped 16×16×16 3D LUT in Unreal Engine layout: 16 horizontal slices along the blue
axis, with each slice mapping red to the X-axis and green to the Y-axis. Note that HALD LUTs
(e.g. from ImageMagick) and Unity LUTs use different layouts and are not compatible. The
texture must be loaded with srgb: true (LUTs are authored in sRGB display space — the
Unreal / Photoshop workflow stores sRGB-encoded values indexed by sRGB-encoded coordinates),
mipmaps: false (sampled at LOD 0 only), and minFilter: FILTER_LINEAR /
magFilter: FILTER_LINEAR (bilinear filtering between LUT entries is required to avoid
visible banding). The engine emits a debug-build warning if any of these are misconfigured.
Defaults to null, making the effect disabled.
The optional secondary LUT texture, same format and requirements as ColorLutEffect#texture. When set, both LUTs are sampled and the two graded results are crossfaded according to ColorLutEffect#blend. Defaults to null.
Gets whether the effect contributes to the frame. It is disabled until a ColorLutEffect#texture is assigned.
Gets the scale the effect applies to the exposure of the camera this frame, multiplying the exposure of the scene, or of the physical camera with physical units - for effects adapting the exposure to what the camera sees. Read every frame while the effect takes part, after CameraFrameEffect#frameUpdate; the camera frame applies the product of the scales of the effects taking part, and the camera renders with its own exposure again once none does. Defaults to 1.
// an effect brightening the image by one stop
get cameraExposureScale() {
return 2;
}
Gets the name the compose chunk can be overridden under in ShaderChunks, the same
way as the built-in chunks. Derived from the id as compose<Id>PS unless given.
Gets the names of the debug views the chunk provides.
Gets the define set on the compose shader while the effect is active: the id in upper snake
case, colorEnhance giving COLOR_ENHANCE.
Gets the name of the function the composition calls at the effect's slot. Derived from the
id as apply<Id> unless given. The signature depends on the slot: colour slots take
(vec3 color, vec2 uv) and return the colour, COMPOSESLOT_SCENE takes and returns a
vec4.
Gets the GLSL source of the compose chunk, or null when the effect has none.
Gets the identifier of the effect.
Gets the frame resources the effect needs, the FRAMERESOURCE_* constants - for its passes, or for its compose chunk, such as the scene depth. The camera frame provides them while the effect is active. Requirements which depend on the device are computed when constructing the effect; override this as a getter when they depend on a parameter, and the camera frame provides what it returns from the next CameraFrame#update.
Gets the compose slot the entry function is called at, or null for an effect that does not take part in the composition.
Gets the WGSL source of the compose chunk, or null when the effect has none.
Destroys the effect, removing it from its camera frame if it is still registered and
releasing everything it owns, the passes it created included. Subclasses which create
resources in their constructor release them in an override, calling super.destroy(). The
removal takes effect for the frames rendered after the next CameraFrame#update, which
is due before the next frame renders.
Called every frame while the effect takes part in the frame, while the frame is being
prepared and before any pass renders, with the values of that frame. Most effects do not
need it: their configuration belongs in CameraFrameEffect#update, which runs only
when the camera frame is updated. Values derived from the resolution, which can change
without an update, are computed here from the sizes in the frame, or in the shader from
sceneTextureSize. Anything which changes over time advances here by the time of the frame,
its dt.
The values of this frame. Read them during this call only.
Returns the compose chunk source for a shader language.
SHADERLANGUAGE_GLSL or SHADERLANGUAGE_WGSL.
The source, or null when the effect has no chunk.
Sets a define on the compose shader. The define persists until changed, so fixed defines can be set once in the constructor and those depending on the parameters from CameraFrameEffect#update. A value of false, null or undefined removes it. Changing a define rebuilds the compose shader.
The define name.
The value.
Sets the value of a uniform the effect's shader chunk reads. Like a material parameter, the value is stored by reference, so an array or a texture can be updated in place. Set the values in CameraFrameEffect#update, or in CameraFrameEffect#frameUpdate for a value which changes every frame.
The name of the uniform, as declared in the chunk.
The value.
Applies the effect's parameters. Called by CameraFrame#update while the effect is active: set the uniform values with CameraFrameEffect#setUniform here, and the defines which depend on the parameters. Everything it sets is what the frames rendered until the next update use.
The color lookup table (LUT) effect, a postprocessing technique used to apply a color transformation to the image. Two LUTs are supported, which makes it easy to crossfade between two graded looks.
Applied in display-referred space, after tone mapping, and before the vignette.
Every CameraFrame constructs and registers one, available as CameraFrame#colorLUT.