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Unity3D Tip #1: Color.HSVToRGB(h, s, v) produces smoother, more natural random colors than new Color(r, g, b)
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class ColorRotator : MonoBehaviour { | |
public GameObject objHSV, objPlainColor; | |
private Material objHSVMaterial, objPlainColorMaterial; | |
private float timeDelta; | |
private Rect rect = new Rect(10, 10, 0, 0); | |
private readonly GUIContent guiContent = new GUIContent( | |
"HSV coloring on the left, RGB on the right." | |
); | |
private GUIStyleState guiStyleState; | |
private GUIStyle guiStyle; | |
void Start () { | |
timeDelta = Random.value; | |
objHSV.GetComponent<Renderer>().sharedMaterial = objHSVMaterial = (new Material(Shader.Find("Standard"))); | |
objPlainColor.GetComponent<Renderer>().sharedMaterial = objPlainColorMaterial = (new Material(Shader.Find("Standard"))); | |
guiStyleState = new GUIStyleState() { textColor = Color.white }; | |
guiStyle = new GUIStyle() { fontSize = 36, normal = guiStyleState }; | |
} | |
private Color GetRandomHSVColor() | |
{ | |
float[] result = Perlin(); | |
return Color.HSVToRGB(result[0], result[1], result[2]); | |
} | |
private Color GetRandomColor() | |
{ | |
float[] result = Perlin(); | |
return new Color(result[0], result[1], result[2]); | |
} | |
private float[] Perlin() | |
{ | |
return new float[3] | |
{ | |
Mathf.PerlinNoise(0.5f, 23.3f * timeDelta) | |
, Mathf.PerlinNoise(0.5f, 54.4f * timeDelta) | |
, Mathf.PerlinNoise(0.5f, 12.6f * timeDelta) | |
}; | |
} | |
void Update () { | |
timeDelta += (Time.deltaTime / 100); | |
objHSVMaterial.color = GetRandomHSVColor(); | |
objPlainColorMaterial.color = GetRandomColor(); | |
} | |
private void OnGUI() | |
{ | |
GUI.Label(rect, guiContent, guiStyle); | |
} | |
} |
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