Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $12.99. The latest store price is $12.99, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $12.99 | Latest store price | |
| $12.99 | Unity First Price 2026-09-11 2026-09-11 |
Sale and bundle history
The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About 74 Colour Grading LUTs + 120 OKLab Palettes
THE IMPORT SETTINGS ARE THE PRODUCT
A 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 values
SIX LUT CATEGORIES
Cinematic (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 ANYWHERE
Doing 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 HDRP
Add 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 SAMPLED
Every 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.