There's a useful HSBColor
struct on the unity wiki that handles lerping in HSV/HSB space:
With it, you can lerp between two Color
s in HSB space:
public Color LerpViaHSB(Color a, Color b, float t)
{
return HSBColor.Lerp(HSBColor.FromColor(a), HSBColor.FromColor(b), t).ToColor();
}
Here's the HSBColor
struct as shown on the unity wiki:
using UnityEngine;
[System.Serializable]
public struct HSBColor
{
public float h;
public float s;
public float b;
public float a;
public HSBColor(float h, float s, float b, float a)
{
this.h = h;
this.s = s;
this.b = b;
this.a = a;
}
public HSBColor(float h, float s, float b)
{
this.h = h;
this.s = s;
this.b = b;
this.a = 1f;
}
public HSBColor(Color col)
{
HSBColor temp = FromColor(col);
h = temp.h;
s = temp.s;
b = temp.b;
a = temp.a;
}
public static HSBColor FromColor(Color color)
{
HSBColor ret = new HSBColor(0f, 0f, 0f, color.a);
float r = color.r;
float g = color.g;
float b = color.b;
float max = Mathf.Max(r, Mathf.Max(g, b));
if (max <= 0)
{
return ret;
}
float min = Mathf.Min(r, Mathf.Min(g, b));
float dif = max - min;
if (max > min)
{
if (g == max)
{
ret.h = (b - r) / dif * 60f + 120f;
}
else if (b == max)
{
ret.h = (r - g) / dif * 60f + 240f;
}
else if (b > g)
{
ret.h = (g - b) / dif * 60f + 360f;
}
else
{
ret.h = (g - b) / dif * 60f;
}
if (ret.h < 0)
{
ret.h = ret.h + 360f;
}
}
else
{
ret.h = 0;
}
ret.h *= 1f / 360f;
ret.s = (dif / max) * 1f;
ret.b = max;
return ret;
}
public static Color ToColor(HSBColor hsbColor)
{
float r = hsbColor.b;
float g = hsbColor.b;
float b = hsbColor.b;
if (hsbColor.s != 0)
{
float max = hsbColor.b;
float dif = hsbColor.b * hsbColor.s;
float min = hsbColor.b - dif;
float h = hsbColor.h * 360f;
if (h < 60f)
{
r = max;
g = h * dif / 60f + min;
b = min;
}
else if (h < 120f)
{
r = -(h - 120f) * dif / 60f + min;
g = max;
b = min;
}
else if (h < 180f)
{
r = min;
g = max;
b = (h - 120f) * dif / 60f + min;
}
else if (h < 240f)
{
r = min;
g = -(h - 240f) * dif / 60f + min;
b = max;
}
else if (h < 300f)
{
r = (h - 240f) * dif / 60f + min;
g = min;
b = max;
}
else if (h <= 360f)
{
r = max;
g = min;
b = -(h - 360f) * dif / 60 + min;
}
else
{
r = 0;
g = 0;
b = 0;
}
}
return new Color(Mathf.Clamp01(r),Mathf.Clamp01(g),Mathf.Clamp01(b),hsbColor.a);
}
public Color ToColor()
{
return ToColor(this);
}
public override string ToString()
{
return "H:" + h + " S:" + s + " B:" + b;
}
public static HSBColor Lerp(HSBColor a, HSBColor b, float t)
{
float h,s;
//check special case black (color.b==0): interpolate neither hue nor saturation!
//check special case grey (color.s==0): don't interpolate hue!
if(a.b==0){
h=b.h;
s=b.s;
}else if(b.b==0){
h=a.h;
s=a.s;
}else{
if(a.s==0){
h=b.h;
}else if(b.s==0){
h=a.h;
}else{
// works around bug with LerpAngle
float angle = Mathf.LerpAngle(a.h * 360f, b.h * 360f, t);
while (angle < 0f)
angle += 360f;
while (angle > 360f)
angle -= 360f;
h=angle/360f;
}
s=Mathf.Lerp(a.s,b.s,t);
}
return new HSBColor(h, s, Mathf.Lerp(a.b, b.b, t), Mathf.Lerp(a.a, b.a, t));
}
public static void Test()
{
HSBColor color;
color = new HSBColor(Color.red);
Debug.Log("red: " + color);
color = new HSBColor(Color.green);
Debug.Log("green: " + color);
color = new HSBColor(Color.blue);
Debug.Log("blue: " + color);
color = new HSBColor(Color.grey);
Debug.Log("grey: " + color);
color = new HSBColor(Color.white);
Debug.Log("white: " + color);
color = new HSBColor(new Color(0.4f, 1f, 0.84f, 1f));
Debug.Log("0.4, 1f, 0.84: " + color);
Debug.Log("164,82,84 .... 0.643137f, 0.321568f, 0.329411f :" + ToColor(new HSBColor(new Color(0.643137f, 0.321568f, 0.329411f))));
}
}
HSBColor.Lerp
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