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- using System;
- using System.IO;
- using System.Text;
- using UnityEngine;
- using UnityEngine.Rendering.PostProcessing;
- namespace UnityEditor.Rendering.PostProcessing
- {
- // CUBE lut specs:
- // http://wwwimages.adobe.com/content/dam/Adobe/en/products/speedgrade/cc/pdfs/cube-lut-specification-1.0.pdf
- static class CubeLutAssetFactory
- {
- const int kVersion = 1;
- const int kSize = 33;
- #if POSTFX_DEBUG_MENUS
- [MenuItem("Tools/Post-processing/Create Utility Luts")]
- #endif
- static void CreateLuts()
- {
- Dump("Linear to Unity Log r" + kVersion, ColorUtilities.LinearToLogC);
- Dump("Unity Log to Linear r" + kVersion, ColorUtilities.LogCToLinear);
- Dump("sRGB to Unity Log r" + kVersion, x => ColorUtilities.LinearToLogC(Mathf.GammaToLinearSpace(x)));
- Dump("Unity Log to sRGB r" + kVersion, x => Mathf.LinearToGammaSpace(ColorUtilities.LogCToLinear(x)));
- Dump("Linear to sRGB r" + kVersion, Mathf.LinearToGammaSpace);
- Dump("sRGB to Linear r" + kVersion, Mathf.GammaToLinearSpace);
- AssetDatabase.Refresh();
- }
- static void Dump(string title, Func<float, float> eval)
- {
- var sb = new StringBuilder();
- sb.AppendFormat("TITLE \"{0}\"\n", title);
- sb.AppendFormat("LUT_3D_SIZE {0}\n", kSize);
- sb.AppendFormat("DOMAIN_MIN {0} {0} {0}\n", 0f);
- sb.AppendFormat("DOMAIN_MAX {0} {0} {0}\n", 1f);
- const float kSizeMinusOne = (float)kSize - 1f;
- for (int x = 0; x < kSize; x++)
- for (int y = 0; y < kSize; y++)
- for (int z = 0; z < kSize; z++)
- {
- float ox = eval((float)x / kSizeMinusOne);
- float oy = eval((float)y / kSizeMinusOne);
- float oz = eval((float)z / kSizeMinusOne);
- // Resolve & Photoshop use BGR as default, let's make it easier for users
- sb.AppendFormat("{0} {1} {2}\n", oz, oy, ox);
- }
- var content = sb.ToString();
- var path = Path.Combine(Application.dataPath, string.Format("{0}.cube", title));
- File.WriteAllText(path, content);
- }
- }
- }
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