Example #1
0
        /// <summary>
        /// Generates a texture consisting of a gradient between all hues (a rainbow) in the HSV
        /// color system, with maximum saturation and value.
        /// </summary>
        /// <param name="resolution">Number of pixels for the gradient longest' side.
        /// Small values like 16 are usually precise enough with bilinear filtering.
        /// The smallest side will always be 1 pixel long.</param>
        /// <param name="vertical">Will the texture be generated vertically?</param>
        /// <returns></returns>
        public static Texture GenerateRainbowGradient(int resolution = 16, bool vertical = true)
        {
            int width  = vertical ? 1 : resolution;
            int height = vertical ? resolution : 1;

            Texture2D texture = new Texture2D(width, height);

            texture.hideFlags = HideFlags.DontSave;
            texture.wrapMode  = TextureWrapMode.Clamp;

            //TODO: Use SetPixels instead of SetPixel, for better performance.
            for (int i = 0; i < resolution; i++)
            {
                float hue   = (i / (float)resolution);
                Color color = ColorConvert.HSVtoRGB(new HSVValues(hue, 1f, 1f, 1f));
                if (vertical)
                {
                    texture.SetPixel(0, i, color);
                }
                else
                {
                    texture.SetPixel(i, 0, color);
                }
            }

            texture.Apply();
            return(texture);
        }
Example #2
0
        /// <summary>
        /// Generates a two-dimensional gradient for visualizing all color possibilities
        /// in a specific HSV hue. Similar to those used in color pickers.
        /// </summary>
        /// <param name="hue">The hue for the colors.</param>
        /// <param name="resolution">Number of pixels for the gradient sides.
        /// Small values like 8 are usually precise enough with bilinear filtering.
        /// Be careful, this increases the complexity exponentially.</param>
        /// <returns></returns>
        public static Texture2D GenerateHSVBox(float hue, int resolution = 8)
        {
            Texture2D texture = new Texture2D(resolution, resolution);

            texture.hideFlags = HideFlags.DontSave;
            texture.wrapMode  = TextureWrapMode.Clamp;

            //TODO: Use SetPixels instead of SetPixel, for better performance.
            for (int x = 0; x < resolution; x++)
            {
                for (int y = 0; y < resolution; y++)
                {
                    float saturation = x / (float)(resolution - 1);
                    float value      = y / (float)(resolution - 1);
                    texture.SetPixel(x, y, ColorConvert.HSVtoRGB(new HSVValues(hue, saturation, value)));
                }
            }

            texture.Apply();
            return(texture);
        }
Example #3
0
 private void SetHSV(HSVValues hsv)
 {
     SetRGB(ColorConvert.HSVtoRGB(hsv));
 }