# Hue Node ## Description 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. ## Ports | Name | Direction | Type | Binding | Description | |:------------ |:-------------|:-----|:---|:---| | In | Input | Vector 3 | None | Input value | | Offset | Input | Vector 1 | None | Amount to offset hue | | Out | Output | Vector 3 | None | Output value | ## Controls | Name | Type | Options | Description | |:------------ |:-------------|:-----|:---| | Range | Dropdown | Degrees, Radians | The unit used for the input **Offset** | ## Generated Code Example The following example code represents one possible outcome of this node per **Base** mode. **Degrees** ``` void Unity_Hue_Degrees_float(float3 In, float Offset, out float3 Out) { float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); float4 P = lerp(float4(In.bg, K.wz), float4(In.gb, K.xy), step(In.b, In.g)); float4 Q = lerp(float4(P.xyw, In.r), float4(In.r, P.yzx), step(P.x, In.r)); float D = Q.x - min(Q.w, Q.y); float E = 1e-10; float3 hsv = float3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), Q.x); float hue = hsv.x + Offset / 360; hsv.x = (hue < 0) ? hue + 1 : (hue > 1) ? hue - 1 : hue; float4 K2 = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); float3 P2 = abs(frac(hsv.xxx + K2.xyz) * 6.0 - K2.www); Out = hsv.z * lerp(K2.xxx, saturate(P2 - K2.xxx), hsv.y); } ``` **Radians** ``` void Unity_Hue_Radians_float(float3 In, float Offset, out float3 Out) { float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); float4 P = lerp(float4(In.bg, K.wz), float4(In.gb, K.xy), step(In.b, In.g)); float4 Q = lerp(float4(P.xyw, In.r), float4(In.r, P.yzx), step(P.x, In.r)); float D = Q.x - min(Q.w, Q.y); float E = 1e-10; float3 hsv = float3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), Q.x); float hue = hsv.x + Offset; hsv.x = (hue < 0) ? hue + 1 : (hue > 1) ? hue - 1 : hue; // HSV to RGB float4 K2 = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); float3 P2 = abs(frac(hsv.xxx + K2.xyz) * 6.0 - K2.www); Out = hsv.z * lerp(K2.xxx, saturate(P2 - K2.xxx), hsv.y); } ```