Class LutMapping
Represents a node that transforms an input texture by converting each pixel via a lookup table.
Inherited Members
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@2.1/manual/NodeReference/Transcoder/LUTMapping.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. |