user 6393b12072 Chore: Unity 6.3 업그레이드 및 외부 에셋 업데이트
- Unity 6.2 → 6.3 업그레이드
- Beautify URP 에셋 업데이트
- Stylized Water 3 에셋 제거
- PIDI Planar Reflections shadergraph 업데이트
- 각종 메타파일 및 에셋 파일 Unity 6.3 호환 업데이트
- lilToon, AmplifyShaderEditor 등 외부 에셋 설정 변경

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-08 00:27:54 +09:00

238 lines
9.9 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
using UnityEngine.Rendering;
namespace Beautify.Universal {
public class LUTBrowser : EditorWindow {
const string MASTER_FOLDER_NAME = "LUT Pack";
Material referenceMaterial;
Vector2 scrollPos;
static int columnCount = 4;
VolumeProfile profile;
struct LUTEntry {
public Material mat;
public Texture2D lutTex;
}
struct LUTGroup {
public string categoryPath;
public string categoryName;
public List<LUTEntry> luts;
public bool visible;
}
LUTGroup[] groups;
[MenuItem("Window/Kronnect/Beautify/LUT Browser")]
public static void ShowBrowser() {
GetWindow<LUTBrowser>("LUT Browser");
}
static class ShaderParams {
public static int lutTex = Shader.PropertyToID("_LUTTex");
}
private void OnEnable() {
RefreshLUTs();
}
private void OnGUI() {
if (groups == null) {
EditorGUILayout.HelpBox("LUT Pack not found.", MessageType.Info);
if (GUILayout.Button("View LUT Pack on the Unity Asset Store")) {
Application.OpenURL("https://assetstore.unity.com/packages/slug/202502");
}
if (GUILayout.Button("Reload LUT Pack")) {
RefreshLUTs();
}
return;
}
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("Find LUTs")) {
RefreshLUTs();
}
if (GUILayout.Button("Capture SceneView")) {
RequestCapture(CameraType.SceneView);
}
if (GUILayout.Button("Capture GameView")) {
RequestCapture(CameraType.Game);
}
EditorGUILayout.EndHorizontal();
if (profile == null) {
profile = BeautifySettings.currentProfile;
}
EditorGUILayout.BeginHorizontal();
profile = (VolumeProfile)EditorGUILayout.ObjectField("Current Profile:", profile, typeof(VolumeProfile), false);
if (GUILayout.Button(new GUIContent("Auto Select", "Automatically selects the profile used in a scene volume using Beautify"), GUILayout.Width(90))) {
profile = null;
}
EditorGUILayout.EndHorizontal();
Texture2D wt = Texture2D.whiteTexture;
float rowHeight = 0.5f * EditorGUIUtility.currentViewWidth / columnCount;
scrollPos = EditorGUILayout.BeginScrollView(scrollPos);
Beautify b = null;
if (profile != null) {
profile.TryGet(out b);
}
if (b == null) {
EditorGUILayout.HelpBox("Beautify not found in the seleced profile.", MessageType.Warning);
} else {
columnCount = EditorGUILayout.IntSlider("Columns:", columnCount, 1, 5);
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);
for (int k = 0; k < groups.Length; k++) {
groups[k].visible = EditorGUILayout.Foldout(groups[k].visible, "Category: " + groups[k].categoryName);
if (groups[k].visible) {
int c = groups[k].luts.Count;
int matIndex = 0;
while (matIndex < c) {
EditorGUILayout.BeginVertical();
Rect rect = EditorGUILayout.GetControlRect();
float w = rect.width / columnCount;
rect.width = w - 5;
for (int col = 0; col < columnCount; col++) {
if (matIndex < c) {
LUTEntry lutEntry = groups[k].luts[matIndex];
if (lutEntry.mat != null) {
rect.height = rowHeight;
lutEntry.mat.SetTexture(ShaderParams.lutTex, lutEntry.lutTex);
EditorGUI.DrawPreviewTexture(rect, wt, lutEntry.mat);
rect.y += rowHeight;
rect.height = 15;
string lutName;
if (b.lut.value && b.lut.overrideState && b.lutTexture == lutEntry.lutTex) {
lutName = "✔ " + lutEntry.mat.name;
} else {
lutName = lutEntry.mat.name;
}
if (GUI.Button(rect, lutName)) {
if (b.lut.value && b.lut.overrideState && b.lutTexture == lutEntry.lutTex) {
b.lut.Override(false);
} else {
b.lut.Override(true);
if (!b.lutIntensity.overrideState) {
b.lutIntensity.Override(1f);
}
b.lutTexture.Override(lutEntry.lutTex);
}
EditorUtility.SetDirty(b);
if (!Application.isPlaying) {
UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(UnityEngine.SceneManagement.SceneManager.GetActiveScene());
}
}
rect.y -= rowHeight;
rect.x += w;
}
matIndex++;
}
}
GUILayout.Space(rowHeight);
EditorGUILayout.EndVertical();
EditorGUILayout.Separator();
}
}
}
}
EditorGUILayout.EndScrollView();
}
private void OnDestroy() {
ReleaseGroups();
}
void ReleaseGroups() {
if (groups != null) {
foreach (LUTGroup g in groups) {
if (g.luts != null) {
foreach (LUTEntry l in g.luts) {
if (l.mat != null) {
DestroyImmediate(l.mat);
}
}
g.luts.Clear();
}
}
}
groups = null;
}
void RequestCapture(CameraType cameraType) {
BeautifySettings b;
#if UNITY_2023_1_OR_NEWER
b = FindAnyObjectByType<BeautifySettings>();
#else
b = FindObjectOfType<BeautifySettings>();
#endif
if (b == null) {
Debug.LogError("Beautify not found. It's requred for the LUT Browser functionality.");
return;
}
BeautifyRendererFeature.captureCameraType = cameraType;
BeautifyRendererFeature.requestScreenCapture = true;
EditorUtility.SetDirty(BeautifySettings.sharedSettings);
}
void RefreshLUTs() {
RequestCapture(BeautifyRendererFeature.captureCameraType);
ReleaseGroups();
if (referenceMaterial == null) {
referenceMaterial = new Material(Shader.Find("Hidden/Beautify/LUTThumbnail"));
}
string[] res = Directory.GetDirectories(Application.dataPath, "*" + MASTER_FOLDER_NAME + "*", SearchOption.AllDirectories);
string path = null;
for (int k = 0; k < res.Length; k++) {
if (res[k].Contains("LUT Pack")) {
path = res[k];
break;
}
}
if (path == null) {
return;
}
string[] categories = Directory.GetDirectories(path, "*", SearchOption.AllDirectories);
groups = new LUTGroup[categories.Length];
for (int c = 0; c < categories.Length; c++) {
LUTGroup group = new LUTGroup();
group.categoryPath = categories[c];
group.categoryName = Path.GetFileName(group.categoryPath);
group.luts = new List<LUTEntry>();
string[] luts = Directory.GetFiles(group.categoryPath, "*.png", SearchOption.AllDirectories);
if (luts != null) {
for (int l = 0; l < luts.Length; l++) {
string lutPath = luts[l];
int i = lutPath.IndexOf("/Assets");
if (i < 0) continue;
lutPath = lutPath.Substring(i + 1);
Texture2D lutTex = AssetDatabase.LoadAssetAtPath<Texture>(lutPath) as Texture2D;
if (lutTex != null) {
Material mat = Instantiate(referenceMaterial);
mat.name = Path.GetFileNameWithoutExtension(lutPath);
LUTEntry entry = new LUTEntry();
entry.mat = mat;
entry.lutTex = lutTex;
group.luts.Add(entry);
}
}
}
groups[c] = group;
}
}
}
}