
LUT Switcher 3 (Native Realtime LUT Switching - Scanner)
Realtime, native LUT switching! Features custom packs, categories, favorites, and hotkeys to toggle active LUTs.
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[img]https://i.imgur.com/wMjVp3Y.png[/img]
Switch LUTs in realtime with this native Redscript mod. Features TweakDB-based LUT packs, collapsible category groups, favorites, context-aware LUTs for photo mode and menus, and CET hotkeys for toggling and cycling. Supports both SDR and HDR LUTs (only if included in the pack).
Active LUTs persist across saves and reloads automatically.
LUT Switcher 3 is a complete rewrite. Where version 2 used .effect files and a JSON pack format, version 3 operates directly on the game's color grading pipeline through Redscript. LUTs are defined as TweakDB records in simple YAML files, and the engine swaps them at the renderer level with no intermediary effect layer. The result is cleaner switching, no z-fighting, better compatibility with other mods, and a simpler pack creation workflow.
[img]https://i.imgur.com/5BYaKRj.png[/img]
[b][color=#f1c232][size=5]FAQs:[/size][/color][/b]
[list=1]
[][b]Do I need to uninstall my LUT mods first?[/b] [color=#f1c232]No.[/color][/]
[][b]Why don't I see any LUTs listed in the GUI?[/b] [color=#f1c232]You need to download the LUT packs from the optional files tab.[/color][/]
[][b]Why do some quests and events disable LUTs?[/b] [color=#f1c232]Some in-game effects override the color grading pipeline. Report the issue with a save file and I'll look into a fix.[/color][/]
[][b]Where do I find ___ LUT from mod author ____?[/b] [color=#f1c232]If you don't see a LUT Switcher pack listed on this page or another LUT page, request LUT Switcher support from the mod author or use the YAML tutorial below to create your own pack.[/color][/]
[][b]How do I access LUT Switcher?[/b] [color=#f1c232]Install CET and open the overlay using the CET key bind. LUT Switcher appears as its own window.[/color][/]
[][b]I still don't see the menu![/b] [color=#f1c232]You failed to install all the files in the correct location or are missing required files.[/color][/]
[][b]Can I use LS2 packs with LS3?[/b] [color=#f1c232]No. The format is completely different. LS3 packs are YAML-based TweakDB records. LS2 JSON packs and .effect files are not compatible.[/color][/]
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[b][color=#f1c232][size=5]Installation:[/size][/color][/b]
Use Vortex ([i][b]recommended[/b][/i]) or manually install by dragging and dropping the contents of the zip to the Cyberpunk 2077 root folder.
[list]
[]For GOG it should be something like "[b][i]C:\Games\Cyberpunk 2077\[/i][/b][it goes here]"[/]
[]For Steam it should be something like "[b][i]C:\Games\Steam\steamapps\common\Cyberpunk 2077\[/i][/b][it goes here]"[/]
[/list]
[b][color=#f1c232][size=4]Requirements:[/size][/color][/b]
[list]
[][url=https://www.nexusmods.com/cyberpunk2077/mods/26589]Window Utils[/url][/]
[][url=https://www.nexusmods.com/cyberpunk2077/mods/107]Cyber Engine Tweaks[/url] (CET)[/]
[][url=https://www.nexusmods.com/cyberpunk2077/mods/2573]redscript[/url][/]
[][url=https://www.nexusmods.com/cyberpunk2077/mods/2718]ArchiveXL[/url][/]
[][url=https://www.nexusmods.com/cyberpunk2077/mods/4198]TweakXL[/url][/]
[/list]
[b][color=#f1c232][size=5]What's New in Version 3:[/size][/color][/b]
[list]
[][b]Native pipeline switching:[/b] LUTs are swapped directly on the game's ColorGradingAreaSettings. No more .effect file layer.[/]
[][b]TweakDB YAML packs:[/b] Packs are simple YAML files that register TweakDB records. No WolvenKit project required for pack creation.[/]
[][b]Persistent service:[/b] The active LUT is stored in a ScriptableService with persistence, so it survives area transitions and reloads without CET needing to reapply.[/]
[][b]Context-aware LUTs:[/b] Assign separate LUTs for photo mode and game menus. They activate and deactivate automatically based on game state.[/]
[][b]Category groups:[/b] Packs can declare a group name so multi-version packs (like Nova LUT 1-4) collapse under a single sidebar entry.[/]
[][b]Input/output remapping:[/b] Preview different color space mappings (LogC, sRGB, Linear) on any LUT without modifying the pack.[/]
[][b]HDR resource validation:[/b] LUTs that are missing the required texture for your display mode (SDR or HDR) are flagged and optionally hidden.[/]
[][b]Favorites with drag reorder:[/b] Star any LUT from any pack, reorder the list by dragging, cycle through favorites with hotkeys.[/]
[][b]Custom sidebar icons:[/b] Right-click any pack or group to assign a custom icon from the glyph browser.[/]
[][b]WindowUtils integration:[/b] Full support for grid snapping, splitter panels, search, notifications, and tutorials via WindowUtils.[/]
[/list]
[b][color=#f1c232][size=5]CET Hotkeys:[/size][/color][/b]
All hotkeys are configured in the CET bindings menu:
[list]
[][b]Toggle Active LUT[/b] - Toggles between your active LUT and the base game LUT.[/]
[][b]Toggle Secondary LUT[/b] - Swaps between your primary and secondary LUT.[/]
[][b]Next LUT[/b] - Cycles forward through the current pack.[/]
[][b]Previous LUT[/b] - Cycles backward through the current pack.[/]
[][b]Next Favorite[/b] - Cycles forward through your favorites list.[/]
[][b]Previous Favorite[/b] - Cycles backward through your favorites list.[/]
[][b]Random LUT[/b] - Applies a random LUT from favorites or all packs (configurable).[/]
[/list]
[b][color=#f1c232][size=5]Making a LUT Pack:[/size][/color][/b]
LUT Switcher 3 uses TweakDB YAML files for pack definitions. No WolvenKit project, no .effect files, no JSON. You just need your LUT textures as .xbm files and a YAML file.
[b][color=#f1c232][size=4]Pack YAML Template:[/size][/color][/b]
[quote]
[code]# Register your pack with LUT Switcher
LUTSwitcher.Settings.packs:
- !append t"LUTSwitcher.MyCustomPack"
# Pack definition
LUTSwitcher.MyCustomPack: "My Custom Pack"
LUTSwitcher.MyCustomPack.tooltip: "Optional tooltip shown on hover"
LUTSwitcher.MyCustomPack.group: "" # Optional: group multiple packs under one sidebar entry
LUTSwitcher.MyCustomPack.luts:
- t"LUTSwitcher.MyLut1"
- t"LUTSwitcher.MyLut2"
# LUT definitions
LUTSwitcher.MyLut1: "My First LUT"
LUTSwitcher.MyLut1.tooltip: "Optional tooltip for the LUT button"
LUTSwitcher.MyLut1.inputMapping: n"CMF_ArriLogC"
LUTSwitcher.MyLut1.outputMapping: n"CMF_Linear"
LUTSwitcher.MyLut1.LUT: r"base\\weather\\24h_basic\\luts\\my_pack\\my_lut_sdr.xbm"
LUTSwitcher.MyLut1.LUThdr: r"base\\weather\\24h_basic\\luts\\my_pack\\my_lut_hdr.xbm"
LUTSwitcher.MyLut2: "My Second LUT"
LUTSwitcher.MyLut2.inputMapping: n"CMF_sRGB"
LUTSwitcher.MyLut2.outputMapping: n"CMF_sRGB"
LUTSwitcher.MyLut2.LUT: r"base\\weather\\24h_basic\\luts\\my_pack\\my_lut2_sdr.xbm"
LUTSwitcher.MyLut2.LUThdr: null[/code][/quote]
[b][color=#f1c232][size=4]How it works:[/size][/color][/b]
[list=1]
[]Create your LUT .xbm textures and place them somewhere under [b]base\weather\24h_basic\luts\[/b] in your archive.[/]
[]Create a .yaml file in your mod's [b]r6\tweaks\[/b] folder.[/]
[]Use [b]!append[/b] to register your pack with LUTSwitcher.Settings.packs so the mod discovers it at load time.[/]
[]Define each LUT with a unique TweakDB ID, a display name, color space mappings, and paths to the SDR and HDR textures.[/]
[]Set [b]LUThdr: null[/b] if you don't have an HDR variant (the LUT will be flagged as SDR-only).[/]
[/list]
[b][color=#f1c232][size=4]Color space mappings:[/size][/color][/b]
[list]
[][b]n"CMF_ArriLogC"[/b] - Used by most of the game's internal LUTs and custom packs authored with a log workflow.[/]
[][b]n"CMF_sRGB"[/b] - Standard sRGB. Common for photo mode LUTs and simple color grades.[/]
[][b]n"CMF_Linear"[/b] - Linear light. The base game's output mapping for its main LUT.[/]
[/list]
Most custom LUT packs use [b]inputMapping: CMF_ArriLogC[/b] and [b]outputMapping: CMF_Linear[/b] to match the game's native color pipeline.
[b][color=#f1c232][size=4]Per-slot HDR overrides:[/size][/color][/b]
If your HDR LUT needs different color space settings than the SDR version, you can specify overrides:
[quote]
[code]LUTSwitcher.MyLut1.inputMappingHdr: n"CMF_sRGB"
LUTSwitcher.MyLut1.outputMappingHdr: n"CMF_Linear"[/code][/quote]
If omitted, the HDR slot uses the same inputMapping and outputMapping as the SDR slot.
[b][color=#f1c232][size=4]Pack groups:[/size][/color][/b]
If your LUT series has multiple versions (like Nova LUT 1, 2, 3, 4), you can group them under a single sidebar entry:
[quote]
[code]LUTSwitcher.MyPack1.group: "My LUT Series"
LUTSwitcher.MyPack2.group: "My LUT Series"[/code][/quote]
Packs sharing the same group string will appear under one collapsible sidebar item.
[b][color=#f1c232][size=5]Other Packs:[/size][/color][/b]
[list]
[][url=https://www.nexusmods.com/cyberpunk2077/mods/16156]nc ghosts and flowers - experimental lighting and LUTs[/url][/]
[][url=https://www.nexusmods.com/cyberpunk2077/mods/14467?tab=files#file-container-optional-files]Emotional Vision Pack for LUT Switcher[/url][/]
[/list]
[b][color=#f1c232][size=5]Compatibility:[/size][/color][/b]
[list]
[]Compatible with any mod that doesn't directly override the same environment definition color grading settings.[/]
[]Because LS3 patches the renderer's area settings at the resource level, it avoids the z-fighting issues that plagued effect-based approaches in LS2.[/]
[]LUT Switcher 3 packs are [b]not[/b] backwards-compatible with LS2. The format and mechanism are completely different.[/]
[/list]
[b][color=#f1c232][size=5]Known Issues:[/size][/color][/b]
[list]
[]Some scripted sequences and quest events may temporarily override the active LUT. The LUT is restored once the override ends.[/]
[/list]
[b][color=#f1c232][size=5]Thanks:[/size][/color][/b]
Big shoutout to Val for leading me down this path and inspiring LUT Switcher! Thank you to null, sosuine, and Val for testing and another thank you to TheManualEnhancer for adding CET hotkey functionality. Thank you to Robber, VanStorm, Creepy, Sevenence and Stormie for beta testing! And last, but certainly not least, thank you to Becky York for providing the core insights into native LUT Switching for this version.
[b][color=#f1c232][size=5]Future Plans:[/size][/color][/b]
[list]
[]Blind comparison mode (carried over from LS2, rebuilt for the new engine).[/]
[]Weather and time-of-day linked LUT profiles.[/]
[]LUT queue cycling (more than two LUTs in rotation).[/]
[/list]
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