Lut, Shader, Programming, Blender3d, Unreal Engine.
texture is stretched. So half a pixel value of the U channel is 16 times more stretched than the V channel (remember that the X direction is 16 times longer, or whatever LUT_Dimension is). So to get the value for half the pixel we do 0.5/LUT_Dimension*LUT_Dimension. Contribution_From_Red =