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    Class LutMapping

    Represents a node that transforms an input texture by converting each pixel via a lookup table.

    Inheritance
    object
    NodeRuntime
    Transcoder
    RenderTextureTranscoder
    LutMapping
    Inherited Members
    RenderTextureTranscoder.inRenderTexture
    RenderTextureTranscoder.outRenderTexture
    RenderTextureTranscoder._outputBuffer
    RenderTextureTranscoder.PrepareOutputBuffer(int, int, RenderTextureFormat, RenderTextureReadWrite)
    RenderTextureTranscoder.Release()
    Transcoder.inTranscode
    Transcoder.outTranscode
    Transcoder._computeShader
    Transcoder.EnableInterfaceOnChangeEvent()
    Transcoder.DisableInterfaceOnChangeEvent()
    Transcoder.InitializeSensorSDKComputeShader(string, string)
    NodeRuntime._parent
    NodeRuntime._portList
    NodeRuntime._queryPath
    NodeRuntime._tickCPUTimeNs
    NodeRuntime.Initialize(SystemGraphComponent)
    NodeRuntime.InternalInitialize()
    NodeRuntime.Start()
    NodeRuntime.OnTick(double, double, Scheduler.ClockState, Scheduler.Signal)
    NodeRuntime.Update()
    NodeRuntime.FixedUpdate()
    NodeRuntime.OnPortAdded(string, Type, string, PortDirection, FieldExtra, ref IPortType)
    NodeRuntime.OnPortRemoved(string)
    NodeRuntime.InitializeDynamicPorts(SystemGraphComponent)
    NodeRuntime.QueryPath
    NodeRuntime.TickCPUTimeNs
    NodeRuntime.PortDataList
    Namespace: Mechatronics.SensorSDK
    Assembly: solution.dll
    Syntax
    [NodeCategory("Transcoder", "LUT Mapping", NodeTick.Asynchronous, (LifeCycle)0, 0, NodeMode.Standard, false)]
    [HelpURL("https://docs.unity3d.com/Packages/com.unity.sensorsdk@2.0/manual/DeveloperGuide/LUTMappingNode.html")]
    public class LutMapping : RenderTextureTranscoder
    Remarks

    The lookup table is also represented as a texture. If using an asset, the texture wrap mode and filter mode are taken into account when an input value falls outside the input range or in-between LUT entries, respectively. A common use-case for LUT mapping is using colormaps for depth maps. It is possible to override the LUT for a specific input value. This is useful for depth maps, to handle invalid points differently, for example, setting them to a dark gray color. It is possible to reverse the LUT by providing an InputStart greater than InputEnd. Provided colormaps use the Clamp wrap mode, except for cyclic colormaps, which use Repeat. Provided colormaps use the Bilinear filter mode, except for qualitative colormaps, which use Point.

    Fields

    Name Description
    enableSpecialValue
    inputEnd
    inputSpecialValue
    inputStart
    lut
    outputSpecialValue

    Methods

    Name Description
    Disable()

    Disables the ChangeEvent on the inTranscode port and releases graphics resources.

    Enable(ClockState)

    Initializes the transcoder and enables ChangeEvent on the inTranscode port.

    Transcode(CustomPassContext)

    Adds to the command buffer the process of mapping the input texture via a LUT.

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