H | Hue [0..1]. |
S | Saturation [0..1]. |
V | Value [0..1]. |
hdr | Output HDR colours. If true, the returned colour will not be clamped to [0..1]. |
Color An opaque colour with HSV matching the input.
Creates an RGB colour from HSV input.
Creates an RGB color from the hue, saturation and value of the input.
//Create three Sliders ( Create>UI>Slider) //These are for manipulating the hue, saturation and value levels of the Color.
//Attach this script to a GameObject. Make sure it has a Renderer component. //Click on the GameObject and attach each of the Sliders and Texts to the fields in the Inspector.
using UnityEngine; using UnityEngine.UI;
public class ColorHSVtoRGBExample : MonoBehaviour { float m_Hue; float m_Saturation; float m_Value; //These are the Sliders that control the values. Remember to attach them in the Inspector window. public Slider m_SliderHue, m_SliderSaturation, m_SliderValue;
//Make sure your GameObject has a Renderer component in the Inspector window Renderer m_Renderer;
void Start() { //Fetch the Renderer component from the GameObject with this script attached m_Renderer = GetComponent<Renderer>();
//Set the maximum and minimum values for the Sliders m_SliderHue.maxValue = 1; m_SliderSaturation.maxValue = 1; m_SliderValue.maxValue = 1;
m_SliderHue.minValue = 0; m_SliderSaturation.minValue = 0; m_SliderValue.minValue = 0; }
void Update() { //These are the Sliders that determine the amount of the hue, saturation and value in the Color m_Hue = m_SliderHue.value; m_Saturation = m_SliderSaturation.value; m_Value = m_SliderValue.value;
//Create an RGB color from the HSV values from the Sliders //Change the Color of your GameObject to the new Color m_Renderer.material.color = Color.HSVToRGB(m_Hue, m_Saturation, m_Value); } }