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.godot/ |
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# MIT License | ||
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Copyright © 2022 Hugo Locurcio and contributors | ||
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Permission is hereby granted, free of charge, to any person obtaining a copy | ||
of this software and associated documentation files (the "Software"), to deal | ||
in the Software without restriction, including without limitation the rights | ||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | ||
copies of the Software, and to permit persons to whom the Software is | ||
furnished to do so, subject to the following conditions: | ||
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The above copyright notice and this permission notice shall be included in all | ||
copies or substantial portions of the Software. | ||
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | ||
SOFTWARE. |
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# Godot 3D LUT example | ||
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This project includes code for generating 3D look-up-tables for color correction. | ||
Example output files are included in the `generated/` folder. | ||
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If you are copying neutral LUTs for use in your projects, make sure to also | ||
copy the associated `.import` file to get the import type to be set up | ||
correctly immediately. This allows using the LUT without having to restart | ||
the editor. | ||
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> **Note** | ||
> | ||
> 3D LUT color correction is only supported in Godot 4, not Godot 3.x. | ||
> Godot 3.x is limited to 1D LUT color correction, which doesn't allow adjusting | ||
> each channel's output individually (red/green/blue). | ||
## License | ||
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Copyright © 2022 Hugo Locurcio and contributors | ||
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Unless otherwise specified, files in this repository are licensed under the | ||
MIT license. See [LICENSE.md](LICENSE.md) for more information. |
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mipmaps/limit=-1 | ||
slices/horizontal=33 | ||
slices/vertical=11 |
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mipmaps/limit=-1 | ||
slices/horizontal=1 | ||
slices/vertical=33 |
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mipmaps/limit=-1 | ||
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slices/vertical=1 |
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slices/vertical=51 |
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mipmaps/limit=-1 | ||
slices/horizontal=65 | ||
slices/vertical=1 |
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slices/vertical=65 |
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[remap] | ||
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importer="3d_texture" | ||
type="CompressedTexture3D" | ||
uid="uid://c6xhnhtelbuox" | ||
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source_file="res://lut_dramatic.png" | ||
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slices/horizontal=33 | ||
slices/vertical=1 |
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extends Node3D | ||
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func create_neutral_lut(p_name: String, p_size: int, p_vertical: bool): | ||
var image = Image.new() | ||
image.create( | ||
p_size if p_vertical else (p_size * p_size), | ||
(p_size * p_size) if p_vertical else p_size, | ||
false, | ||
Image.FORMAT_RGB8 | ||
) | ||
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for z in p_size: | ||
var x_offset := int(z * p_size) if not p_vertical else 0 | ||
var y_offset := int(z * p_size) if p_vertical else 0 | ||
for x in p_size: | ||
for y in p_size: | ||
image.set_pixel(x_offset + x, y_offset + y, Color8( | ||
roundi((x / float(p_size - 1)) * 255), | ||
roundi((y / float(p_size - 1)) * 255), | ||
roundi((z / float(p_size - 1)) * 255) | ||
)) | ||
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image.save_png("user://" + p_name + ".png") | ||
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func _ready() -> void: | ||
create_neutral_lut("lut_neutral_17x17x17_horizontal", 17, false) | ||
create_neutral_lut("lut_neutral_33x33x33_horizontal", 33, false) | ||
create_neutral_lut("lut_neutral_51x51x51_horizontal", 51, false) | ||
create_neutral_lut("lut_neutral_65x65x65_horizontal", 65, false) | ||
create_neutral_lut("lut_neutral_17x17x17_vertical", 17, true) | ||
create_neutral_lut("lut_neutral_33x33x33_vertical", 33, true) | ||
create_neutral_lut("lut_neutral_51x51x51_vertical", 51, true) | ||
create_neutral_lut("lut_neutral_65x65x65_vertical", 65, true) | ||
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OS.shell_open(ProjectSettings.globalize_path("user://")) | ||
get_tree().quit() |
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