Lut, Shader, Programming, Blender3d, Unreal Engine.
exist. So we need to normalize this also so that Red = 1 gives us (LUT_Dimension -1)/LUT_Dimension. We add half a pixel of the 16x16 square so that we are sampling the center of the 16th pixel which has a coordinate of 15.5 (normalized to 0–1). Last point here is that the U direction of the LUT