Lut, Shader, Programming, Blender3d, Unreal Engine.
(LUT_Dimension - 1)) /LUT_Dimension Then mix them together base on how far away your InColor.B * (LUT_Dimension — 1) is from the lower end: Final_Color = Lerp(LUT_Read_At_Lower, LUT_Read_At_Higher, Frac(InColor.B * (LUT_Dimension - 1)); As you can see in the shader code, the main change is that we