in unity/Assets/PostProcessingV2/Editor/Effects/ColorGradingEditor.cs [348:368]
void CheckLutImportSettings(Texture lut)
{
if (lut != null)
{
var importer = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(lut)) as TextureImporter;
// Fails when using an internal texture as you can't change import settings on
// builtin resources, thus the check for null
if (importer != null)
{
bool valid = importer.anisoLevel == 0
&& importer.mipmapEnabled == false
&& importer.sRGBTexture == false
&& importer.textureCompression == TextureImporterCompression.Uncompressed
&& importer.wrapMode == TextureWrapMode.Clamp;
if (!valid)
EditorUtilities.DrawFixMeBox("Invalid LUT import settings.", () => SetLutImportSettings(importer));
}
}
}