LookDev LUT Baker OFFICIAL SALE

You have a look dialed in: a specific color tone, contrast, and mood tuned through URP post-process effects. Getting it into your shipping build usually means juggling external grading tools, hoping the export matches, and wiring everything back up manually. LUT Baker keeps the whole process inside the Editor.


Assign a scene Volume, adjust the grade, and bake it to a URP 2D strip LUT. LUT Baker automatically creates a new optimized Volume in the scene with the baked LUT assigned, carrying over your Bloom, Vignette, and Film Grain, and deactivates the source Volume so the scene is ready to ship.


Everything happens inside the Unity Editor. No external tools, no round-trips.


Built for artists and developers who want to lock in a look once and use it efficiently at runtime.


Workflow

  1. Select a scene Post-Process Volume, or create one from the picker.
  2. Tune the grade: Color Adjustments, White Balance, Shadows/Midtones/Highlights, Lift/Gamma/Gain, Bloom, Vignette, Film Grain.
  3. Bake to a LUT. Optionally export a .cube for use in other tools.

Key Features

  • Volume picker: cycle through every scene Volume with arrow buttons or a dropdown menu. A status dot confirms assignment and profile state at a glance. Selecting a Volume activates it exclusively in the scene.
  • Post-process editing: edit the assigned URP Volume profile directly; Color Adjustments, White Balance, Shadows/Midtones/Highlights, Lift/Gamma/Gain, Bloom, Vignette, Film Grain.
  • LUT baking: bake the current grade to a URP 2D strip LUT. PNG (8-bit LDR), EXR (16-bit HDR), or Auto; format is selected based on the active URP asset's color grading mode and LUT size.
  • Automatic scene setup: after baking, creates a new global Volume with the LUT assigned via ColorLookup, copies Bloom, Vignette, and Film Grain from the source profile, and deactivates the source Volume.
  • .cube export: export the grade as a portable .cube file for round-trips with external grading tools.
  • Gamut-aware baking: optionally lifts negative LUT cells instead of hard-clamping, preserving detail in underexposed areas.
  • Pipeline readout: shows the active URP asset's color grading mode (LDR / HDR) and LUT size so you know exactly what you are baking into.
  • Editor-native: capture, grading, and LUT bake all happen inside the Unity Editor. No external software, no manual steps.