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 texture2 is set. Defaults to 0.
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 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.
The optional secondary LUT texture, same format and
requirements as texture. When set, both LUTs are sampled and the two graded results are
crossfaded according to blend. Defaults to null.
Properties related to the color lookup table (LUT) effect, a postprocessing technique used to apply a color transformation to the image. Two LUT slots are supported, which makes it easy to crossfade between two graded looks.