Lut, Shader, Programming, Blender3d, Unreal Engine.
actually sampling pixel 16.5 which doesnt exist. So we get black. Solution for this is to normalize it, so that the 1 is mapped to the last pixel (for 16x16 that is 15) and add half a pixel so that you are always sampling the correct pixel. This means: v_of_uv = INColor.G * ((LUT_Dimension - 1) /