HSBColor
CS Version A: Jonathan Czeck (aarku)
JS Version B: Antony Stewart
Contents |
Description
Version A provides a Hue/Saturation/Brightness/Alpha color model in addition to Unity's built in Red/Green/Blue/Alpha colors. It is useful for interpolating between colors in a more pleasing fashion.
Version B in .JS, Is the same probably, one difference is it has backwards and forwards conversion to and from HSV. i haven't compared them, the maths is different. I have tested it though and it converts fine, the algorithm is better in 32 bit depth CPU than in GPU by a visible amount.
Usage
Put this script in a file in /Plugins/HSBColor.cs so that it may be callable by JavaScript. Additionally, there is a helper class called Colorx that is useful to put in your Plugins folder. This provides a quick helper function to slerp between two Colors, which gives much more visually pleasing results than Color.Lerp. See Colorx for a simple importable Unity Package.
C# - HSBColor.cs
using UnityEngine; [System.Serializable] public struct HSBColor { public float h; public float s; public float b; public float a; public HSBColor(float h, float s, float b, float a) { this.h = h; this.s = s; this.b = b; this.a = a; } public HSBColor(float h, float s, float b) { this.h = h; this.s = s; this.b = b; this.a = 1f; } public HSBColor(Color col) { HSBColor temp = FromColor(col); h = temp.h; s = temp.s; b = temp.b; a = temp.a; } public static HSBColor FromColor(Color color) { HSBColor ret = new HSBColor(0f, 0f, 0f, color.a); float r = color.r; float g = color.g; float b = color.b; float max = Mathf.Max(r, Mathf.Max(g, b)); if (max <= 0) { return ret; } float min = Mathf.Min(r, Mathf.Min(g, b)); float dif = max - min; if (max > min) { if (g == max) { ret.h = (b - r) / dif * 60f + 120f; } else if (b == max) { ret.h = (r - g) / dif * 60f + 240f; } else if (b > g) { ret.h = (g - b) / dif * 60f + 360f; } else { ret.h = (g - b) / dif * 60f; } if (ret.h < 0) { ret.h = ret.h + 360f; } } else { ret.h = 0; } ret.h *= 1f / 360f; ret.s = (dif / max) * 1f; ret.b = max; return ret; } public static Color ToColor(HSBColor hsbColor) { float r = hsbColor.b; float g = hsbColor.b; float b = hsbColor.b; if (hsbColor.s != 0) { float max = hsbColor.b; float dif = hsbColor.b * hsbColor.s; float min = hsbColor.b - dif; float h = hsbColor.h * 360f; if (h < 60f) { r = max; g = h * dif / 60f + min; b = min; } else if (h < 120f) { r = -(h - 120f) * dif / 60f + min; g = max; b = min; } else if (h < 180f) { r = min; g = max; b = (h - 120f) * dif / 60f + min; } else if (h < 240f) { r = min; g = -(h - 240f) * dif / 60f + min; b = max; } else if (h < 300f) { r = (h - 240f) * dif / 60f + min; g = min; b = max; } else if (h <= 360f) { r = max; g = min; b = -(h - 360f) * dif / 60 + min; } else { r = 0; g = 0; b = 0; } } return new Color(Mathf.Clamp01(r),Mathf.Clamp01(g),Mathf.Clamp01(b),hsbColor.a); } public Color ToColor() { return ToColor(this); } public override string ToString() { return "H:" + h + " S:" + s + " B:" + b; } public static HSBColor Lerp(HSBColor a, HSBColor b, float t) { float h,s; //check special case black (color.b==0): interpolate neither hue nor saturation! //check special case grey (color.s==0): don't interpolate hue! if(a.b==0){ h=b.h; s=b.s; }else if(b.b==0){ h=a.h; s=a.s; }else{ if(a.s==0){ h=b.h; }else if(b.s==0){ h=a.h; }else{ // works around bug with LerpAngle float angle = Mathf.LerpAngle(a.h * 360f, b.h * 360f, t); while (angle < 0f) angle += 360f; while (angle > 360f) angle -= 360f; h=angle/360f; } s=Mathf.Lerp(a.s,b.s,t); } return new HSBColor(h, s, Mathf.Lerp(a.b, b.b, t), Mathf.Lerp(a.a, b.a, t)); } public static void Test() { HSBColor color; color = new HSBColor(Color.red); Debug.Log("red: " + color); color = new HSBColor(Color.green); Debug.Log("green: " + color); color = new HSBColor(Color.blue); Debug.Log("blue: " + color); color = new HSBColor(Color.grey); Debug.Log("grey: " + color); color = new HSBColor(Color.white); Debug.Log("white: " + color); color = new HSBColor(new Color(0.4f, 1f, 0.84f, 1f)); Debug.Log("0.4, 1f, 0.84: " + color); Debug.Log("164,82,84 .... 0.643137f, 0.321568f, 0.329411f :" + ToColor(new HSBColor(new Color(0.643137f, 0.321568f, 0.329411f)))); } }
C# - HSV2RGB2HSV.js
using UnityEngine; VERSION B in JS ... two HSV 2 RGB functions, to and from, dont put in a plugins folder, make it a static function some place if you need to access it in all scripts: //CHANGE COLORS FROM RGB TO HSV: function Hue( H: float ): Vector3 { var R : float= Mathf.Abs(H * 6 - 3) - 1; var G : float= 2 - Mathf.Abs(H * 6 - 2); var B : float= 2 - Mathf.Abs(H * 6 - 4); return Vector3( Mathf.Clamp01(R),Mathf.Clamp01(G),Mathf.Clamp01(B) ); } function HSVtoRGB( HSV: Vector3): Vector4 { var H = Hue(HSV.x) ; H= Vector3 (H.x-1, H.y-1, H.z-1)* HSV.y ; H= Vector3 (H.x + 1, H.y + 1, H.z + 1)* HSV.z; return Vector4(H.x, H.y, H.z,1); } function RGBtoHSV(RGB: Vector3): Vector4 { var HSV : Vector3 = Vector3.zero; HSV.z = Mathf.Max(RGB.x, Mathf.Max(RGB.y, RGB.z)); var M :float = Mathf.Min(RGB.x, Mathf.Min(RGB.y, RGB.z)); var C :float = HSV.z - M; if (C != 0) { HSV.y = C / HSV.z; var Delta : Vector3 = Vector3( (HSV.z - RGB.x) / C , (HSV.z - RGB.y) / C , (HSV.z - RGB.z) / C ); var del = Delta; Delta.x -= del.z; Delta.y -= del.x; Delta.z -= del.y; Delta.x += 2.0; Delta.y += 4.0; if (RGB.x >= HSV.z) {HSV.x = Delta.z;} else if (RGB.y >= HSV.z) {HSV.x = Delta.x;} else {HSV.x = Delta.y;} HSV.x = (HSV.x / 6.0)%1.0; } return Vector4(HSV.x,HSV.y,HSV.z,1); }