AxibugEmuOnline/AxibugEmuOnline.Client.PSVita/Assets/com.unity.postprocessing@2.3.0/PostProcessing/Editor/Tools/CubeLutAssetFactory.cs

59 lines
2.2 KiB
C#

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);
}
}
}