9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
75 lines
2.4 KiB
Markdown
75 lines
2.4 KiB
Markdown
# Hue Node
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## Description
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Offsets the hue of input **In** by the amount of input **Offset**. The unit of the offset can be set with the parameter **Range**. **Offset** in **Degrees** is in the range -180 to 180. In **Radians** it is -Pi to Pi.
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## Ports
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| Name | Direction | Type | Binding | Description |
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|:------------ |:-------------|:-----|:---|:---|
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| In | Input | Vector 3 | None | Input value |
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| Offset | Input | Float | None | Amount to offset hue |
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| Out | Output | Vector 3 | None | Output value |
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## Controls
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| Name | Type | Options | Description |
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|:------------ |:-------------|:-----|:---|
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| Range | Dropdown | Degrees, Radians | The unit used for the input **Offset** |
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## Generated Code Example
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The following example code represents one possible outcome of this node per **Base** mode.
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**Degrees**
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```
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void Unity_Hue_Degrees_float(float3 In, float Offset, out float3 Out)
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{
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float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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float4 P = lerp(float4(In.bg, K.wz), float4(In.gb, K.xy), step(In.b, In.g));
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float4 Q = lerp(float4(P.xyw, In.r), float4(In.r, P.yzx), step(P.x, In.r));
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float D = Q.x - min(Q.w, Q.y);
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float E = 1e-10;
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float3 hsv = float3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), Q.x);
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float hue = hsv.x + Offset / 360;
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hsv.x = (hue < 0)
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? hue + 1
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: (hue > 1)
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? hue - 1
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: hue;
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float4 K2 = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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float3 P2 = abs(frac(hsv.xxx + K2.xyz) * 6.0 - K2.www);
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Out = hsv.z * lerp(K2.xxx, saturate(P2 - K2.xxx), hsv.y);
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}
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```
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**Radians**
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```
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void Unity_Hue_Radians_float(float3 In, float Offset, out float3 Out)
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{
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float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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float4 P = lerp(float4(In.bg, K.wz), float4(In.gb, K.xy), step(In.b, In.g));
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float4 Q = lerp(float4(P.xyw, In.r), float4(In.r, P.yzx), step(P.x, In.r));
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float D = Q.x - min(Q.w, Q.y);
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float E = 1e-10;
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float3 hsv = float3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), Q.x);
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float hue = hsv.x + Offset;
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hsv.x = (hue < 0)
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? hue + 1
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: (hue > 1)
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? hue - 1
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: hue;
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// HSV to RGB
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float4 K2 = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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float3 P2 = abs(frac(hsv.xxx + K2.xyz) * 6.0 - K2.www);
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Out = hsv.z * lerp(K2.xxx, saturate(P2 - K2.xxx), hsv.y);
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}
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```
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