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Passthrough Styling

Updated: Apr 15, 2026
You can customize the visual style of passthrough through properties on the Reconstructed Passthrough Layer shape component. These properties appear under the Passthrough Properties category in the Editor Details panel.
Note: UOculusXRPassthroughLayerComponent is deprecated as of Unreal Engine 5.6. For new projects, use persistent passthrough instead. The styling properties documented on this page apply to both approaches.

Texture opacity

Texture Opacity Factor controls the opacity of the passthrough image.
  • Type: float
  • Default: 1.0
  • Range: 0.0 to 1.0
To set at runtime, call SetTextureOpacity.

Edge rendering

Enable Edge Color applies an edge rendering filter to the passthrough image. When enabled, you can specify the color with Edge Color (FLinearColor).
To set at runtime, call EnableEdgeColor and SetEdgeRenderingColor.

Color map type

Color Map Type controls how color reproduction is adjusted in the passthrough image. Set Enable Color Map to true before selecting a type.
TypeDescription
None
No color mapping
Grayscale To Color
Maps grayscale values to custom colors
Grayscale
Converts the image to grayscale
Color Adjustment
Adjusts brightness, contrast, and saturation
Color LUT
Applies a single color look-up table
Interpolated Color LUT
Blends between two color look-up tables
For detailed documentation on each type, see Color Mapping Techniques.
To set at runtime, call EnableColorMap, SetColorMapType, or ClearColorMap.

Brightness, contrast, and posterize

These properties are available when Enable Color Map is true and Color Map Type is Grayscale To Color, Grayscale, or Color Adjustment.
PropertyTypeDefaultRange
Brightness
float
0.0
-1.0 to 1.0
Contrast
float
0.0
-1.0 to 1.0
Posterize
float
0.0
0.0 to 1.0
Posterize is available only with the Grayscale To Color and Grayscale types.
To set at runtime, call SetColorMapControls (accepts contrast, brightness, and posterize parameters).

Saturation

Saturation adjusts color intensity. This property is available only when Color Map Type is Color Adjustment.
  • Type: float
  • Default: 0.0
  • Range: -1.0 to 1.0
To set at runtime, call SetBrightnessContrastSaturation (for Color Adjustment mode; for Grayscale modes, use SetColorMapControls from the section above).

Color scale and offset

Color Scale and Color Offset modify the final color output. These properties are available when Color Map Type is Grayscale To Color.
PropertyTypeDefault
Color Scale
FLinearColor
White
Color Offset
FLinearColor
Black
To set at runtime, call SetColorScaleAndOffset.

Color LUT properties

These properties are available when Color Map Type is Color LUT or Interpolated Color LUT.
PropertyTypeDefaultRangeDescription
LUT Weight
float
1.0
0.0 to 1.0
Blend weight of the color LUT
Color LUT Source
UOculusXRPassthroughColorLut*
The source color LUT
Color LUT Target
UOculusXRPassthroughColorLut*
The target LUT (Interpolated Color LUT only)
To set at runtime, call SetColorLUTSource, SetColorLUTTarget, SetColorLUTWeight, or RemoveColorLut.
For detailed documentation on color LUTs, including animation and dynamic updates, see Color Mapping Techniques.

Layer placement

Layer Placement controls whether the passthrough layer renders as an overlay or underlay.
ValueDescription
Underlay (default)
Renders behind virtual content
Overlay
Renders in front of virtual content
Note: Overlay mode is not recommended for new projects. Use Underlay instead.
To set at runtime, call SetLayerPlacement.

Runtime styling methods

All styling properties can be changed at runtime using BlueprintCallable methods on UOculusXRPassthroughLayerBase. These methods are available in both Blueprints and C++.
MethodPurpose
SetTextureOpacity
Set passthrough opacity
EnableEdgeColor
Enable or disable edge rendering
SetEdgeRenderingColor
Set the edge rendering color
EnableColorMap
Enable or disable color mapping
SetColorMapType
Set the active color map type
SetColorMapControls
Set contrast, brightness, and posterize
SetBrightnessContrastSaturation
Set contrast, brightness, and saturation
SetColorScaleAndOffset
Set color scale and color offset
SetLayerPlacement
Set overlay or underlay placement
SetColorLUTSource
Set the source color LUT
SetColorLUTTarget
Set the target color LUT
SetColorLUTWeight
Set the LUT blend weight
RemoveColorLut
Remove the active color LUT
ClearColorMap
Clear all color map settings
Note: For a complete working implementation using these properties in Blueprints, see the Passthrough Sample on GitHub.

See also