// Put this in a folder called "Shared" in the same location as all your shader files. // Or, put it wherever you want and change the filepath on line 18 of Rainbow.shader. inline fixed4 RGBtoHSL(fixed4 rgb) { fixed4 hsl = fixed4(0.0, 0.0, 0.0, rgb.w); fixed vMin = min(min(rgb.x, rgb.y), rgb.z); fixed vMax = max(max(rgb.x, rgb.y), rgb.z); fixed vDelta = vMax - vMin; hsl.z = (vMax + vMin) / 2.0; if (vDelta == 0.0) { hsl.x = hsl.y = 0.0; } else { if (hsl.z < 0.5) hsl.y = vDelta / (vMax + vMin); else hsl.y = vDelta / (2.0 - vMax - vMin); float rDelta = (((vMax - rgb.x) / 6.0) + (vDelta / 2.0)) / vDelta; float gDelta = (((vMax - rgb.y) / 6.0) + (vDelta / 2.0)) / vDelta; float bDelta = (((vMax - rgb.z) / 6.0) + (vDelta / 2.0)) / vDelta; if (rgb.x == vMax) hsl.x = bDelta - gDelta; else if (rgb.y == vMax) hsl.x = (1.0 / 3.0) + rDelta - bDelta; else if (rgb.z == vMax) hsl.x = (2.0 / 3.0) + gDelta - rDelta; if (hsl.x < 0.0) hsl.x += 1.0; if (hsl.x > 1.0) hsl.x -= 1.0; } return hsl; } inline fixed hueToRGB(float v1, float v2, float vH) { if (vH < 0.0) vH+= 1.0; if (vH > 1.0) vH -= 1.0; if ((6.0 * vH) < 1.0) return (v1 + (v2 - v1) * 6.0 * vH); if ((2.0 * vH) < 1.0) return (v2); if ((3.0 * vH) < 2.0) return (v1 + (v2 - v1) * ((2.0 / 3.0) - vH) * 6.0); return v1; } inline fixed4 HSLtoRGB(fixed4 hsl) { fixed4 rgb = fixed4(0.0, 0.0, 0.0, hsl.w); if (hsl.y == 0) { rgb.xyz = hsl.zzz; } else { float v1; float v2; if (hsl.z < 0.5) v2 = hsl.z * (1 + hsl.y); else v2 = (hsl.z + hsl.y) - (hsl.y * hsl.z); v1 = 2.0 * hsl.z - v2; rgb.x = hueToRGB(v1, v2, hsl.x + (1.0 / 3.0)); rgb.y = hueToRGB(v1, v2, hsl.x); rgb.z = hueToRGB(v1, v2, hsl.x - (1.0 / 3.0)); } return rgb; }