74 strip LUTs imported with sRGB off and Read/Write on, so the grade is the grade you picked. Plus 120 palettes and a demo scene that grades live in any render pipeline.74 colour grading LUTs and 120 palettes, for giving a game a look without touching a single material.THE IMPORT SETTINGS ARE THE PRODUCTA strip LUT is a lookup table that happens to be stored in a PNG. If Unity reads it as a picture instead of as data, the grade comes out wrong - and it comes out wrong quietly, because the result still looks like a graded image. Every strip here ships with sRGB off, compression off, mip maps off, Wrap Clamp, Bilinear filter, Non-Power of 2 set to None, and Read/Write on. You do not have to touch any of it.WHAT YOU GET- 74 LUTs, each as a 1024 x 32 strip for desktop and a 256 x 16 strip for mobile- The same 74 as .cube files, for DaVinci, Premiere, Affinity or any tool that reads them- 74 preview stills, every grade applied to the same reference frame, so you can pick by eye- 120 palettes in nine families as 512 x 64 swatch strips, imported with Point filtering so the swatch edges stay hard- A demo scene that grades the reference frame live, cycling through all 74- Documentation listing every LUT and every palette with its hex valuesSIX LUT CATEGORIESCinematic (12), Environment (14), Time of day (10), Mood and genre (12), Retro and technical (14), Utility (12). The utility set is the one you will reach for most: neutral, exposure, contrast, saturation, vibrance, warm, cool, lift shadows, crush blacks, highlight rolloff.THE DEMO SCENE RUNS ANYWHEREDoing this properly in a shipped game means a Volume with a Color Lookup override, which means URP or HDRP. A demo scene that needed those would throw compile errors in a built-in-pipeline project and show nothing at all. So LutPreviewer.cs samples the strip on the CPU instead: it needs nothing but UnityEngine, it runs in a fresh empty project, and it doubles as a commented reference for how a strip LUT is indexed - including the green-axis flip that catches everyone the first time.USING A LUT IN URP OR HDRPAdd a Volume, add Override - Post-processing - Color Lookup, assign a strip from LUT-Strips-32, set Contribution to taste. Use LUT-Strips-16 on mobile: a quarter of the memory, and at 16 steps the difference is invisible on a phone.BUILT WITH CODE, NOT SAMPLEDEvery LUT is colour maths applied to an identity grid; the palettes are paths through OKLab, which is why their steps look evenly spaced instead of just being evenly spaced in hex. Even the reference frame the previews are graded on is drawn by the same codebase. Nothing is sampled from a photograph.LICENCERoyalty-free, unlimited commercial and personal projects, no attribution required. You may not resell or redistribute the LUT or palette files themselves as an asset pack.- 74 LUTs as 1024 x 32 strips and 256 x 16 strips, plus 74 matching .cube files (17^3)- 120 palettes in nine families as 512 x 64 swatch strips, hex values in the documentation- 74 preview stills on a shared reference frame, plus the ungraded frame itself- LUT import settings baked in: sRGB OFF, Texture Type Default, Compression None, mip maps off, Wrap Clamp, Bilinear, nPOT None, Read/Write ON- Palette import settings: Sprite, Point filter, Compression None- Demo scene: GradingShowcase.unity - live CPU grading, before and after, cycling every LUT, plus the full preview wall- Scripts: LutPreviewer.cs and LutTourCamera.cs, plain UnityEngine only - no URP, HDRP or post-processing package required- Works with Built-in, URP and HDRP- Unity 2022.3 or newer




