@babylonjs/core
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TypeScript
import type { PostProcessOptions } from "./postProcess.js";
import { PostProcess } from "./postProcess.js";
import type { AbstractEngine } from "../Engines/abstractEngine.js";
import type { Camera } from "../Cameras/camera.js";
import type { Nullable } from "../types.js";
import type { Scene } from "../scene.js";
/**
*
* This post-process allows the modification of rendered colors by using
* a 'look-up table' (LUT). This effect is also called Color Grading.
*
* The object needs to be provided an url to a texture containing the color
* look-up table: the texture must be 256 pixels wide and 16 pixels high.
* Use an image editing software to tweak the LUT to match your needs.
*
* For an example of a color LUT, see here:
* @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
* For explanations on color grading, see here:
* @see http://udn.epicgames.com/Three/ColorGrading.html
*
*/
export declare class ColorCorrectionPostProcess extends PostProcess {
private _colorTableTexture;
/**
* Gets the color table url used to create the LUT texture
*/
colorTableUrl: string;
/**
* Gets a string identifying the name of the class
* @returns "ColorCorrectionPostProcess" string
*/
getClassName(): string;
constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: AbstractEngine, reusable?: boolean);
protected _gatherImports(useWebGPU: boolean, list: Promise<any>[]): void;
/**
* @internal
*/
static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<ColorCorrectionPostProcess>;
}