using System.Reflection; namespace UnityEngine.MaterialGraph { [Title("Art/Conversion/RGBtoHSV")] public class RGBtoHSVNode : CodeFunctionNode { public RGBtoHSVNode() { name = "RGBtoHSV"; } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_RGBtoHSV", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_RGBtoHSV( [Slot(0, Binding.None)] Vector3 rgb, [Slot(1, Binding.None)] out Vector3 hsv) { hsv = Vector3.zero; return @" { //Reference code from:http://www.chilliant.com/rgb2hsv.html {precision}4 K = {precision}4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); {precision}4 P = lerp({precision}4(rgb.bg, K.wz), {precision}4(rgb.gb, K.xy), step(rgb.b, rgb.g)); {precision}4 Q = lerp({precision}4(P.xyw, rgb.r), {precision}4(rgb.r, P.yzx), step(P.x, rgb.r)); {precision} D = Q.x - min(Q.w, Q.y); {precision} E = 1e-10; hsv = {precision}3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), Q.x); } "; } } }