Add beautify post process to project
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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using System.IO;
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using UnityEngine.Rendering;
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namespace Beautify.Universal {
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public class LUTBrowser : EditorWindow {
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const string MASTER_FOLDER_NAME = "LUT Pack";
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Material referenceMaterial;
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Vector2 scrollPos;
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static int columnCount = 4;
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VolumeProfile profile;
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struct LUTEntry {
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public Material mat;
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public Texture2D lutTex;
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}
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struct LUTGroup {
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public string categoryPath;
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public string categoryName;
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public List<LUTEntry> luts;
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public bool visible;
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}
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LUTGroup[] groups;
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[MenuItem("Window/Kronnect/Beautify/LUT Browser")]
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public static void ShowBrowser() {
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GetWindow<LUTBrowser>("LUT Browser");
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}
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static class ShaderParams {
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public static int lutTex = Shader.PropertyToID("_LUTTex");
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}
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private void OnEnable() {
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RefreshLUTs();
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}
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private void OnGUI() {
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if (groups == null) {
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EditorGUILayout.HelpBox("LUT Pack not found.", MessageType.Info);
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if (GUILayout.Button("View LUT Pack on the Unity Asset Store")) {
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Application.OpenURL("https://assetstore.unity.com/packages/slug/202502");
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}
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if (GUILayout.Button("Reload LUT Pack")) {
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RefreshLUTs();
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}
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return;
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}
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EditorGUILayout.BeginHorizontal();
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if (GUILayout.Button("Find LUTs")) {
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RefreshLUTs();
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}
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if (GUILayout.Button("Capture SceneView")) {
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RequestCapture(CameraType.SceneView);
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}
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if (GUILayout.Button("Capture GameView")) {
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RequestCapture(CameraType.Game);
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}
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EditorGUILayout.EndHorizontal();
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if (profile == null) {
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profile = BeautifySettings.currentProfile;
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}
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EditorGUILayout.BeginHorizontal();
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profile = (VolumeProfile)EditorGUILayout.ObjectField("Current Profile:", profile, typeof(VolumeProfile), false);
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if (GUILayout.Button(new GUIContent("Auto Select", "Automatically selects the profile used in a scene volume using Beautify"), GUILayout.Width(90))) {
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profile = null;
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}
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EditorGUILayout.EndHorizontal();
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Texture2D wt = Texture2D.whiteTexture;
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float rowHeight = 0.5f * EditorGUIUtility.currentViewWidth / columnCount;
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scrollPos = EditorGUILayout.BeginScrollView(scrollPos);
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Beautify b = null;
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if (profile != null) {
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profile.TryGet(out b);
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}
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if (b == null) {
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EditorGUILayout.HelpBox("Beautify not found in the seleced profile.", MessageType.Warning);
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} else {
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columnCount = EditorGUILayout.IntSlider("Columns:", columnCount, 1, 5);
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EditorGUILayout.HelpBox("Click on the name of a LUT to toggle it on/off. Use the Intensity slider in Beautify inspector to customize the LUT strength.", MessageType.Info);
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for (int k = 0; k < groups.Length; k++) {
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groups[k].visible = EditorGUILayout.Foldout(groups[k].visible, "Category: " + groups[k].categoryName);
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if (groups[k].visible) {
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int c = groups[k].luts.Count;
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int matIndex = 0;
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while (matIndex < c) {
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EditorGUILayout.BeginVertical();
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Rect rect = EditorGUILayout.GetControlRect();
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float w = rect.width / columnCount;
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rect.width = w - 5;
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for (int col = 0; col < columnCount; col++) {
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if (matIndex < c) {
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LUTEntry lutEntry = groups[k].luts[matIndex];
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if (lutEntry.mat != null) {
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rect.height = rowHeight;
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lutEntry.mat.SetTexture(ShaderParams.lutTex, lutEntry.lutTex);
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EditorGUI.DrawPreviewTexture(rect, wt, lutEntry.mat);
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rect.y += rowHeight;
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rect.height = 15;
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string lutName;
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if (b.lut.value && b.lut.overrideState && b.lutTexture == lutEntry.lutTex) {
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lutName = "✔ " + lutEntry.mat.name;
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} else {
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lutName = lutEntry.mat.name;
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}
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if (GUI.Button(rect, lutName)) {
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if (b.lut.value && b.lut.overrideState && b.lutTexture == lutEntry.lutTex) {
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b.lut.Override(false);
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} else {
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b.lut.Override(true);
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if (!b.lutIntensity.overrideState) {
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b.lutIntensity.Override(1f);
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}
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b.lutTexture.Override(lutEntry.lutTex);
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}
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EditorUtility.SetDirty(b);
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if (!Application.isPlaying) {
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UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(UnityEngine.SceneManagement.SceneManager.GetActiveScene());
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}
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}
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rect.y -= rowHeight;
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rect.x += w;
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}
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matIndex++;
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}
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}
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GUILayout.Space(rowHeight);
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EditorGUILayout.EndVertical();
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EditorGUILayout.Separator();
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}
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}
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}
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}
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EditorGUILayout.EndScrollView();
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}
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private void OnDestroy() {
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ReleaseGroups();
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}
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void ReleaseGroups() {
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if (groups != null) {
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foreach (LUTGroup g in groups) {
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if (g.luts != null) {
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foreach (LUTEntry l in g.luts) {
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if (l.mat != null) {
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DestroyImmediate(l.mat);
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}
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}
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g.luts.Clear();
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}
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}
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}
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groups = null;
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}
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void RequestCapture(CameraType cameraType) {
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BeautifySettings b;
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b = Misc.FindObjectOfType<BeautifySettings>();
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if (b == null) {
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Debug.LogError("Beautify not found. It's requred for the LUT Browser functionality.");
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return;
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}
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BeautifyRendererFeature.captureCameraType = cameraType;
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BeautifyRendererFeature.requestScreenCapture = true;
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EditorUtility.SetDirty(BeautifySettings.sharedSettings);
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}
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void RefreshLUTs() {
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RequestCapture(BeautifyRendererFeature.captureCameraType);
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ReleaseGroups();
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if (referenceMaterial == null) {
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referenceMaterial = new Material(Shader.Find("Hidden/Beautify/LUTThumbnail"));
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}
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string[] res = Directory.GetDirectories(Application.dataPath, "*" + MASTER_FOLDER_NAME + "*", SearchOption.AllDirectories);
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string path = null;
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for (int k = 0; k < res.Length; k++) {
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if (res[k].Contains("LUT Pack")) {
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path = res[k];
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break;
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}
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}
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if (path == null) {
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return;
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}
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string[] categories = Directory.GetDirectories(path, "*", SearchOption.AllDirectories);
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groups = new LUTGroup[categories.Length];
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for (int c = 0; c < categories.Length; c++) {
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LUTGroup group = new LUTGroup();
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group.categoryPath = categories[c];
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group.categoryName = Path.GetFileName(group.categoryPath);
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group.luts = new List<LUTEntry>();
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string[] luts = Directory.GetFiles(group.categoryPath, "*.png", SearchOption.AllDirectories);
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if (luts != null) {
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for (int l = 0; l < luts.Length; l++) {
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string lutPath = luts[l];
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int i = lutPath.IndexOf("/Assets");
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if (i < 0) continue;
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lutPath = lutPath.Substring(i + 1);
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Texture2D lutTex = AssetDatabase.LoadAssetAtPath<Texture>(lutPath) as Texture2D;
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if (lutTex != null) {
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Material mat = Instantiate(referenceMaterial);
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mat.name = Path.GetFileNameWithoutExtension(lutPath);
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LUTEntry entry = new LUTEntry();
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entry.mat = mat;
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entry.lutTex = lutTex;
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group.luts.Add(entry);
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}
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}
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}
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groups[c] = group;
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}
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}
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}
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}
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