namespace UnityEngine.PostProcessing
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{
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using DebugMode = BuiltinDebugViewsModel.Mode;
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public sealed class ColorGradingComponent : PostProcessingComponentRenderTexture<ColorGradingModel>
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{
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static class Uniforms
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{
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internal static readonly int _LutParams = Shader.PropertyToID("_LutParams");
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internal static readonly int _NeutralTonemapperParams1 = Shader.PropertyToID("_NeutralTonemapperParams1");
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internal static readonly int _NeutralTonemapperParams2 = Shader.PropertyToID("_NeutralTonemapperParams2");
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internal static readonly int _HueShift = Shader.PropertyToID("_HueShift");
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internal static readonly int _Saturation = Shader.PropertyToID("_Saturation");
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internal static readonly int _Contrast = Shader.PropertyToID("_Contrast");
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internal static readonly int _Balance = Shader.PropertyToID("_Balance");
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internal static readonly int _Lift = Shader.PropertyToID("_Lift");
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internal static readonly int _InvGamma = Shader.PropertyToID("_InvGamma");
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internal static readonly int _Gain = Shader.PropertyToID("_Gain");
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internal static readonly int _Slope = Shader.PropertyToID("_Slope");
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internal static readonly int _Power = Shader.PropertyToID("_Power");
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internal static readonly int _Offset = Shader.PropertyToID("_Offset");
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internal static readonly int _ChannelMixerRed = Shader.PropertyToID("_ChannelMixerRed");
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internal static readonly int _ChannelMixerGreen = Shader.PropertyToID("_ChannelMixerGreen");
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internal static readonly int _ChannelMixerBlue = Shader.PropertyToID("_ChannelMixerBlue");
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internal static readonly int _Curves = Shader.PropertyToID("_Curves");
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internal static readonly int _LogLut = Shader.PropertyToID("_LogLut");
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internal static readonly int _LogLut_Params = Shader.PropertyToID("_LogLut_Params");
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internal static readonly int _ExposureEV = Shader.PropertyToID("_ExposureEV");
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}
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const int k_InternalLogLutSize = 32;
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const int k_CurvePrecision = 128;
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const float k_CurveStep = 1f / k_CurvePrecision;
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Texture2D m_GradingCurves;
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Color[] m_pixels = new Color[k_CurvePrecision * 2];
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public override bool active
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{
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get
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{
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return model.enabled
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&& !context.interrupted;
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}
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}
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// An analytical model of chromaticity of the standard illuminant, by Judd et al.
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// http://en.wikipedia.org/wiki/Standard_illuminant#Illuminant_series_D
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// Slightly modifed to adjust it with the D65 white point (x=0.31271, y=0.32902).
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float StandardIlluminantY(float x)
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{
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return 2.87f * x - 3f * x * x - 0.27509507f;
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}
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// CIE xy chromaticity to CAT02 LMS.
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// http://en.wikipedia.org/wiki/LMS_color_space#CAT02
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Vector3 CIExyToLMS(float x, float y)
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{
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float Y = 1f;
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float X = Y * x / y;
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float Z = Y * (1f - x - y) / y;
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float L = 0.7328f * X + 0.4296f * Y - 0.1624f * Z;
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float M = -0.7036f * X + 1.6975f * Y + 0.0061f * Z;
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float S = 0.0030f * X + 0.0136f * Y + 0.9834f * Z;
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return new Vector3(L, M, S);
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}
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Vector3 CalculateColorBalance(float temperature, float tint)
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{
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// Range ~[-1.8;1.8] ; using higher ranges is unsafe
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float t1 = temperature / 55f;
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float t2 = tint / 55f;
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// Get the CIE xy chromaticity of the reference white point.
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// Note: 0.31271 = x value on the D65 white point
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float x = 0.31271f - t1 * (t1 < 0f ? 0.1f : 0.05f);
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float y = StandardIlluminantY(x) + t2 * 0.05f;
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// Calculate the coefficients in the LMS space.
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var w1 = new Vector3(0.949237f, 1.03542f, 1.08728f); // D65 white point
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var w2 = CIExyToLMS(x, y);
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return new Vector3(w1.x / w2.x, w1.y / w2.y, w1.z / w2.z);
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}
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static Color NormalizeColor(Color c)
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{
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float sum = (c.r + c.g + c.b) / 3f;
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if (Mathf.Approximately(sum, 0f))
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return new Color(1f, 1f, 1f, c.a);
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return new Color
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{
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r = c.r / sum,
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g = c.g / sum,
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b = c.b / sum,
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a = c.a
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};
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}
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static Vector3 ClampVector(Vector3 v, float min, float max)
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{
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return new Vector3(
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Mathf.Clamp(v.x, min, max),
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Mathf.Clamp(v.y, min, max),
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Mathf.Clamp(v.z, min, max)
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);
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}
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public static Vector3 GetLiftValue(Color lift)
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{
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const float kLiftScale = 0.1f;
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var nLift = NormalizeColor(lift);
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float avgLift = (nLift.r + nLift.g + nLift.b) / 3f;
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// Getting some artifacts when going into the negatives using a very low offset (lift.a) with non ACES-tonemapping
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float liftR = (nLift.r - avgLift) * kLiftScale + lift.a;
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float liftG = (nLift.g - avgLift) * kLiftScale + lift.a;
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float liftB = (nLift.b - avgLift) * kLiftScale + lift.a;
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return ClampVector(new Vector3(liftR, liftG, liftB), -1f, 1f);
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}
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public static Vector3 GetGammaValue(Color gamma)
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{
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const float kGammaScale = 0.5f;
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const float kMinGamma = 0.01f;
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var nGamma = NormalizeColor(gamma);
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float avgGamma = (nGamma.r + nGamma.g + nGamma.b) / 3f;
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gamma.a *= gamma.a < 0f ? 0.8f : 5f;
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float gammaR = Mathf.Pow(2f, (nGamma.r - avgGamma) * kGammaScale) + gamma.a;
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float gammaG = Mathf.Pow(2f, (nGamma.g - avgGamma) * kGammaScale) + gamma.a;
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float gammaB = Mathf.Pow(2f, (nGamma.b - avgGamma) * kGammaScale) + gamma.a;
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float invGammaR = 1f / Mathf.Max(kMinGamma, gammaR);
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float invGammaG = 1f / Mathf.Max(kMinGamma, gammaG);
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float invGammaB = 1f / Mathf.Max(kMinGamma, gammaB);
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return ClampVector(new Vector3(invGammaR, invGammaG, invGammaB), 0f, 5f);
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}
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public static Vector3 GetGainValue(Color gain)
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{
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const float kGainScale = 0.5f;
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var nGain = NormalizeColor(gain);
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float avgGain = (nGain.r + nGain.g + nGain.b) / 3f;
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gain.a *= gain.a > 0f ? 3f : 1f;
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float gainR = Mathf.Pow(2f, (nGain.r - avgGain) * kGainScale) + gain.a;
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float gainG = Mathf.Pow(2f, (nGain.g - avgGain) * kGainScale) + gain.a;
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float gainB = Mathf.Pow(2f, (nGain.b - avgGain) * kGainScale) + gain.a;
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return ClampVector(new Vector3(gainR, gainG, gainB), 0f, 4f);
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}
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public static void CalculateLiftGammaGain(Color lift, Color gamma, Color gain, out Vector3 outLift, out Vector3 outGamma, out Vector3 outGain)
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{
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outLift = GetLiftValue(lift);
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outGamma = GetGammaValue(gamma);
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outGain = GetGainValue(gain);
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}
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public static Vector3 GetSlopeValue(Color slope)
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{
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const float kSlopeScale = 0.1f;
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var nSlope = NormalizeColor(slope);
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float avgSlope = (nSlope.r + nSlope.g + nSlope.b) / 3f;
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slope.a *= 0.5f;
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float slopeR = (nSlope.r - avgSlope) * kSlopeScale + slope.a + 1f;
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float slopeG = (nSlope.g - avgSlope) * kSlopeScale + slope.a + 1f;
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float slopeB = (nSlope.b - avgSlope) * kSlopeScale + slope.a + 1f;
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return ClampVector(new Vector3(slopeR, slopeG, slopeB), 0f, 2f);
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}
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public static Vector3 GetPowerValue(Color power)
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{
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const float kPowerScale = 0.1f;
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const float minPower = 0.01f;
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var nPower = NormalizeColor(power);
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float avgPower = (nPower.r + nPower.g + nPower.b) / 3f;
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power.a *= 0.5f;
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float powerR = (nPower.r - avgPower) * kPowerScale + power.a + 1f;
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float powerG = (nPower.g - avgPower) * kPowerScale + power.a + 1f;
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float powerB = (nPower.b - avgPower) * kPowerScale + power.a + 1f;
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float invPowerR = 1f / Mathf.Max(minPower, powerR);
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float invPowerG = 1f / Mathf.Max(minPower, powerG);
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float invPowerB = 1f / Mathf.Max(minPower, powerB);
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return ClampVector(new Vector3(invPowerR, invPowerG, invPowerB), 0.5f, 2.5f);
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}
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public static Vector3 GetOffsetValue(Color offset)
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{
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const float kOffsetScale = 0.05f;
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var nOffset = NormalizeColor(offset);
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float avgOffset = (nOffset.r + nOffset.g + nOffset.b) / 3f;
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offset.a *= 0.5f;
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float offsetR = (nOffset.r - avgOffset) * kOffsetScale + offset.a;
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float offsetG = (nOffset.g - avgOffset) * kOffsetScale + offset.a;
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float offsetB = (nOffset.b - avgOffset) * kOffsetScale + offset.a;
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return ClampVector(new Vector3(offsetR, offsetG, offsetB), -0.8f, 0.8f);
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}
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public static void CalculateSlopePowerOffset(Color slope, Color power, Color offset, out Vector3 outSlope, out Vector3 outPower, out Vector3 outOffset)
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{
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outSlope = GetSlopeValue(slope);
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outPower = GetPowerValue(power);
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outOffset = GetOffsetValue(offset);
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}
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TextureFormat GetCurveFormat()
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{
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if (SystemInfo.SupportsTextureFormat(TextureFormat.RGBAHalf))
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return TextureFormat.RGBAHalf;
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return TextureFormat.RGBA32;
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}
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Texture2D GetCurveTexture()
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{
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if (m_GradingCurves == null)
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{
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m_GradingCurves = new Texture2D(k_CurvePrecision, 2, GetCurveFormat(), false, true)
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{
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name = "Internal Curves Texture",
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hideFlags = HideFlags.DontSave,
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anisoLevel = 0,
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wrapMode = TextureWrapMode.Clamp,
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filterMode = FilterMode.Bilinear
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};
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}
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var curves = model.settings.curves;
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curves.hueVShue.Cache();
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curves.hueVSsat.Cache();
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for (int i = 0; i < k_CurvePrecision; i++)
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{
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float t = i * k_CurveStep;
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// HSL
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float x = curves.hueVShue.Evaluate(t);
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float y = curves.hueVSsat.Evaluate(t);
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float z = curves.satVSsat.Evaluate(t);
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float w = curves.lumVSsat.Evaluate(t);
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m_pixels[i] = new Color(x, y, z, w);
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// YRGB
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float m = curves.master.Evaluate(t);
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float r = curves.red.Evaluate(t);
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float g = curves.green.Evaluate(t);
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float b = curves.blue.Evaluate(t);
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m_pixels[i + k_CurvePrecision] = new Color(r, g, b, m);
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}
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m_GradingCurves.SetPixels(m_pixels);
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m_GradingCurves.Apply(false, false);
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return m_GradingCurves;
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}
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bool IsLogLutValid(RenderTexture lut)
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{
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return lut != null && lut.IsCreated() && lut.height == k_InternalLogLutSize;
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}
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RenderTextureFormat GetLutFormat()
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{
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if (SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf))
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return RenderTextureFormat.ARGBHalf;
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return RenderTextureFormat.ARGB32;
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}
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void GenerateLut()
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{
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var settings = model.settings;
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if (!IsLogLutValid(model.bakedLut))
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{
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GraphicsUtils.Destroy(model.bakedLut);
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model.bakedLut = new RenderTexture(k_InternalLogLutSize * k_InternalLogLutSize, k_InternalLogLutSize, 0, GetLutFormat())
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{
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name = "Color Grading Log LUT",
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hideFlags = HideFlags.DontSave,
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filterMode = FilterMode.Bilinear,
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wrapMode = TextureWrapMode.Clamp,
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anisoLevel = 0
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};
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}
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var lutMaterial = context.materialFactory.Get("Hidden/Post FX/Lut Generator");
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lutMaterial.SetVector(Uniforms._LutParams, new Vector4(
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k_InternalLogLutSize,
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0.5f / (k_InternalLogLutSize * k_InternalLogLutSize),
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0.5f / k_InternalLogLutSize,
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k_InternalLogLutSize / (k_InternalLogLutSize - 1f))
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);
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// Tonemapping
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lutMaterial.shaderKeywords = null;
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var tonemapping = settings.tonemapping;
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switch (tonemapping.tonemapper)
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{
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case ColorGradingModel.Tonemapper.Neutral:
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{
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lutMaterial.EnableKeyword("TONEMAPPING_NEUTRAL");
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const float scaleFactor = 20f;
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const float scaleFactorHalf = scaleFactor * 0.5f;
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float inBlack = tonemapping.neutralBlackIn * scaleFactor + 1f;
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float outBlack = tonemapping.neutralBlackOut * scaleFactorHalf + 1f;
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float inWhite = tonemapping.neutralWhiteIn / scaleFactor;
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float outWhite = 1f - tonemapping.neutralWhiteOut / scaleFactor;
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float blackRatio = inBlack / outBlack;
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float whiteRatio = inWhite / outWhite;
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const float a = 0.2f;
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float b = Mathf.Max(0f, Mathf.LerpUnclamped(0.57f, 0.37f, blackRatio));
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float c = Mathf.LerpUnclamped(0.01f, 0.24f, whiteRatio);
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float d = Mathf.Max(0f, Mathf.LerpUnclamped(0.02f, 0.20f, blackRatio));
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const float e = 0.02f;
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const float f = 0.30f;
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lutMaterial.SetVector(Uniforms._NeutralTonemapperParams1, new Vector4(a, b, c, d));
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lutMaterial.SetVector(Uniforms._NeutralTonemapperParams2, new Vector4(e, f, tonemapping.neutralWhiteLevel, tonemapping.neutralWhiteClip / scaleFactorHalf));
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break;
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}
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case ColorGradingModel.Tonemapper.ACES:
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{
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lutMaterial.EnableKeyword("TONEMAPPING_FILMIC");
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break;
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}
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}
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// Color balance & basic grading settings
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lutMaterial.SetFloat(Uniforms._HueShift, settings.basic.hueShift / 360f);
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lutMaterial.SetFloat(Uniforms._Saturation, settings.basic.saturation);
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lutMaterial.SetFloat(Uniforms._Contrast, settings.basic.contrast);
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lutMaterial.SetVector(Uniforms._Balance, CalculateColorBalance(settings.basic.temperature, settings.basic.tint));
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// Lift / Gamma / Gain
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Vector3 lift, gamma, gain;
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CalculateLiftGammaGain(
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settings.colorWheels.linear.lift,
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settings.colorWheels.linear.gamma,
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settings.colorWheels.linear.gain,
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out lift, out gamma, out gain
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);
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lutMaterial.SetVector(Uniforms._Lift, lift);
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lutMaterial.SetVector(Uniforms._InvGamma, gamma);
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lutMaterial.SetVector(Uniforms._Gain, gain);
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// Slope / Power / Offset
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Vector3 slope, power, offset;
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CalculateSlopePowerOffset(
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settings.colorWheels.log.slope,
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settings.colorWheels.log.power,
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settings.colorWheels.log.offset,
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out slope, out power, out offset
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);
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lutMaterial.SetVector(Uniforms._Slope, slope);
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lutMaterial.SetVector(Uniforms._Power, power);
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lutMaterial.SetVector(Uniforms._Offset, offset);
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// Channel mixer
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lutMaterial.SetVector(Uniforms._ChannelMixerRed, settings.channelMixer.red);
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lutMaterial.SetVector(Uniforms._ChannelMixerGreen, settings.channelMixer.green);
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lutMaterial.SetVector(Uniforms._ChannelMixerBlue, settings.channelMixer.blue);
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// Selective grading & YRGB curves
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lutMaterial.SetTexture(Uniforms._Curves, GetCurveTexture());
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// Generate the lut
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Graphics.Blit(null, model.bakedLut, lutMaterial, 0);
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}
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public override void Prepare(Material uberMaterial)
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{
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if (model.isDirty || !IsLogLutValid(model.bakedLut))
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{
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GenerateLut();
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model.isDirty = false;
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}
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uberMaterial.EnableKeyword(
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context.profile.debugViews.IsModeActive(DebugMode.PreGradingLog)
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? "COLOR_GRADING_LOG_VIEW"
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: "COLOR_GRADING"
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);
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var bakedLut = model.bakedLut;
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uberMaterial.SetTexture(Uniforms._LogLut, bakedLut);
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uberMaterial.SetVector(Uniforms._LogLut_Params, new Vector3(1f / bakedLut.width, 1f / bakedLut.height, bakedLut.height - 1f));
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float ev = Mathf.Exp(model.settings.basic.postExposure * 0.69314718055994530941723212145818f);
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uberMaterial.SetFloat(Uniforms._ExposureEV, ev);
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}
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public void OnGUI()
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{
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var bakedLut = model.bakedLut;
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var rect = new Rect(context.viewport.x * Screen.width + 8f, 8f, bakedLut.width, bakedLut.height);
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GUI.DrawTexture(rect, bakedLut);
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}
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public override void OnDisable()
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{
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GraphicsUtils.Destroy(m_GradingCurves);
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GraphicsUtils.Destroy(model.bakedLut);
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m_GradingCurves = null;
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model.bakedLut = null;
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}
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}
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}
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