feat: dual Color LUT crossfade and lut-grading example#8749
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Support a second LUT texture with per-LUT intensities and a blend factor for crossfading graded looks. Fix compose LUT sampling to 256x16 Unreal strips only and add a Gaussian splatting example with animate mode.
mvaligursky
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…escription (#8849) The CameraFrame script fails to parse in the Editor after the dual-LUT change (#8749). The texture2 attribute description contained an inline JSDoc {@link ColorLUT#blend} tag. When a JSDoc summary contains {@link}, TypeScript represents the comment as a NodeArray of comment nodes rather than a plain string. The attribute parser stores this verbatim as the attribute description, and because those nodes carry circular parent references, serializing the parsed schema throws 'Converting circular structure to JSON' - surfacing as an Editor parse error even though the program itself parses without error. Replace the inline link with plain prose so the description stays a string and the schema serializes cleanly. Co-authored-by: Martin Valigursky <mvaligursky@snapchat.com>
mvaligursky
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that referenced
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Jun 5, 2026
…escription (#8849) The CameraFrame script fails to parse in the Editor after the dual-LUT change (#8749). The texture2 attribute description contained an inline JSDoc {@link ColorLUT#blend} tag. When a JSDoc summary contains {@link}, TypeScript represents the comment as a NodeArray of comment nodes rather than a plain string. The attribute parser stores this verbatim as the attribute description, and because those nodes carry circular parent references, serializing the parsed schema throws 'Converting circular structure to JSON' - surfacing as an Editor parse error even though the program itself parses without error. Replace the inline link with plain prose so the description stays a string and the schema serializes cleanly. Co-authored-by: Martin Valigursky <mvaligursky@snapchat.com>
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Summary
Adds a second optional Color LUT slot on
CameraFramefor crossfading between two graded looks, fixes compose LUT sampling to the standard 256×16 Unreal strip only, and ships a Gaussian splatting example to exercise the feature.Changes
colorLUT.texture2is set, the compose pass enablesCOLOR_LUT2, samples both LUTs with shared 16³ lookup math, and blends results usingintensity,intensity2, andblend.CameraFramescript exposestexture2,intensity2, andblendon the Color LUT group.gaussian-splatting/lut-gradingwith two LUT dropdowns, blend/intensity controls, and optional animate cycle; example LUT assets and thumbnails included.examples/scripts/convert-lut-32-to-16.mjssubsamples 1024×32 strips to 256×16 (even indices on R/G/B);lut-blue.pngregenerated for 16³.Public API
CameraFrame.colorLUT(and matchingcamera-frame.mjsscript attributes):RenderPassCompose(internal but set via CameraFrame):colorLUT2,colorLUT2Intensity,colorLUTBlend.colorLUTParamsuniform is nowvec3(wasvec4with width/height/maxColor/intensity).Test plan
lut-blue.pngwithout size warnings.