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@doomlaser
Created March 29, 2018 13:43
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Unity C# Methods to convert between RGB and HSV colors
using UnityEngine;
using System.Collections;
public static class Colors
{
public static Color ColorFromHSV(float h, float s, float v, float a = 1)
{
// no saturation, we can return the value across the board (grayscale)
if (s == 0)
return new Color(v, v, v, a);
// which chunk of the rainbow are we in?
float sector = h / 60;
// split across the decimal (ie 3.87 into 3 and 0.87)
int i = (int)sector;
float f = sector - i;
float p = v * (1 - s);
float q = v * (1 - s * f);
float t = v * (1 - s * (1 - f));
// build our rgb color
Color color = new Color(0, 0, 0, a);
switch(i)
{
case 0:
color.r = v;
color.g = t;
color.b = p;
break;
case 1:
color.r = q;
color.g = v;
color.b = p;
break;
case 2:
color.r = p;
color.g = v;
color.b = t;
break;
case 3:
color.r = p;
color.g = q;
color.b = v;
break;
case 4:
color.r = t;
color.g = p;
color.b = v;
break;
default:
color.r = v;
color.g = p;
color.b = q;
break;
}
return color;
}
public static void ColorToHSV(Color color, out float h, out float s, out float v)
{
float min = Mathf.Min(Mathf.Min(color.r, color.g), color.b);
float max = Mathf.Max(Mathf.Max(color.r, color.g), color.b);
float delta = max - min;
// value is our max color
v = max;
// saturation is percent of max
if (!Mathf.Approximately(max, 0))
s = delta / max;
else
{
// all colors are zero, no saturation and hue is undefined
s = 0;
h = -1;
return;
}
// grayscale image if min and max are the same
if (Mathf.Approximately(min, max))
{
v = max;
s = 0;
h = -1;
return;
}
// hue depends which color is max (this creates a rainbow effect)
if (color.r == max)
h = (color.g - color.b) / delta; // between yellow & magenta
else if (color.g == max)
h = 2 + (color.b - color.r) / delta; // between cyan & yellow
else
h = 4 + (color.r - color.g) / delta; // between magenta & cyan
// turn hue into 0-360 degrees
h *= 60;
if (h < 0 )
h += 360;
}
}
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