Lut, Shader, Programming, Blender3d, Unreal Engine.
(InColor.R / LUT_Dimension ) * ((LUT_Dimension -1)/ LUT_Dimension ) + (0.5/ pow(LUT_Dimension ,2); And in nodes: All put together: U_of_UV = Offset_from_Blue + Contribution_From_Red; OR U_of_UV = Floor(InColor.B * (LUT_Dimension - 1)) /LUT_Dimension + (InColor.R / LUT_Dimension ) * ((LUT_Dimension