Lut
Maps the frame's colours through a CubeLut, read from a .cube file.
Every backend reads the table trilinearly, and intensity mixes the table with one that changes nothing. The effect depends on each pixel's colour alone, so a seek or a smaller preview draws the same colours.
The effect runs over the fill and under any overlay at the same scope, so a caption added next to it stays clean. Colour effects at the same scope run before it, and filters at the same scope run in the order they were added.
The table maps SDR codes, so an HDR source tone maps to SDR first. HdrMode.Auto reports that as a concession naming this effect, and HdrMode.KeepHdr is refused.
Register the renderer with filters() on the builder. Without it plan refuses the effect by name.
Throws
when intensity is outside 0f..1f.