Created
July 21, 2020 16:13
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Interpolate between two HSV colors (Unity)
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public static Color LerpHSV(Color a, Color b, float x) { | |
Vector3 ah = RGB2HSV(a); | |
Vector3 bh = RGB2HSV(b); | |
return new Vector3( | |
Mathf.LerpAngle(ah.x, bh.x, x), | |
Mathf.Lerp(ah.y, bh.y, x), | |
Mathf.Lerp(ah.z, bh.z, x) | |
); | |
} | |
static Vector3 RGB2HSV(Color color) { | |
float cmax = MathUtils.Max3(color.r, color.g, color.b); | |
float cmin = MathUtils.Min3(color.r, color.g, color.b); | |
float delta = cmax - cmin; | |
float hue = 0; | |
float saturation = 0; | |
if (cmax == color.r) { | |
hue = 60 * (((color.g - color.b) / delta) % 6); | |
} else if (cmax == color.g) { | |
hue = 60 * ((color.b - color.r) / delta + 2); | |
} else if (cmax == color.b) { | |
hue = 60 * ((color.r - color.g) / delta + 4); | |
} | |
if (cmax > 0) { | |
saturation = delta / cmax; | |
} | |
return new Vector3(hue, saturation, cmax); | |
} | |
static Color HSV2RGB(Vector3 color) { | |
float hue = color.x; | |
float c = color.z * color.y; | |
float x = c * (1 - Mathf.Abs((hue / 60) % 2 - 1)); | |
float m = color.z - c; | |
float r = 0; | |
float g = 0; | |
float b = 0; | |
if (hue < 60) { | |
r = c; | |
g = x; | |
} else if (hue < 120) { | |
r = x; | |
g = c; | |
} else if (hue < 180) { | |
g = c; | |
b = x; | |
} else if (hue < 240) { | |
g = x; | |
b = c; | |
} else if (hue < 300) { | |
r = x; | |
b = c; | |
} else { | |
r = c; | |
b = x; | |
} | |
return new Color(r + m, g + m, b + m); | |
} |
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