Unity is returning material color slightly wrong - unity3d

I have this mini task in my game where you need to click trophies to change color of the wood on them. I have two arrays of colors, one is an array containing all possible colors and the other one contains four colors (the answer) as follows:
I've double checked that the colors are equal between the two arrays. For example the purple in Colors-array has exactly the same r, g, b & a values as the purple in the Right Order-array.
To check whether the trophies has correct color I just loop through them and grab their material color. Then I check that color against the Right Order-array but it's not quite working. For example when my first trophy is purple it should be correct, but it's not because for some reason Unity is returning slightly different material color than excepted:
Hope somebody knows why this is happening.

When you say, they are exactly same color, I assume you are referring rgb values from Color Inspector, which are not precise values.
Now I dont know what could be causing in different values of colors but
You can write an extension method to compare the values after rounding them to closest integer.
public static class Extensions
{
public static bool CompareRGB(this Color thisColor, Color otherColor)
{
return
Mathf.RoundToInt(thisColor.r * 255) == Mathf.RoundToInt(otherColor.r * 255) &&
Mathf.RoundToInt(thisColor.b * 255) == Mathf.RoundToInt(otherColor.b * 255) &&
Mathf.RoundToInt(thisColor.g * 255) == Mathf.RoundToInt(otherColor.g * 255);
}
}
usage:
Color red = Color.Red;
red.CompareRGB(Color.Red); // true;
red.CompareRGB(Color.Green); // false;
Hope this helps.

I would use a palette. This is simply an array of all the possible colors you use (sounds like you have this). Record, for each "trophy", the INDEX into this array, at the same time you assign the color to the renderer. Also, record the index for each "button", at the same time you assign the color to the renderer.
Then you can simply compare the palette index values (simple integers) to see if the color matches.

Related

How to assign random colors to a gameObject in unity?

I have 3 colors ( Red, Green, and Yellow ), I want to assign random colors from these 3 colors to my Ball every time when My game starts or restarts after gameOver.
Thanks!
Define the colors in the list and select them in the inspector.
public List<Color> Colors = new List<Color>();
private void ChangeColor()
{
GetComponent<MeshRenderer>().material.color = Colors[Random.Range(0, Colors.Count)];
}
Create a list or array with the colors, then use random.range() accordingly on that array in the Start method (or a custom method if you restart manually.)
If every color should be guaranteed unique, use the singleton pattern to keep a common instance of that colors list and remove the used color every time it's taken.

my shader is ignoring my worldspace height

Im VERY new to shaders so bear with me. I have a mesh that I want to put a sand texture on below a worldspace position y of say 10 else it should be a grass texture. Apparantly it seems to be ignoring anything I put in and only selecting the grass texture. Something IS happening because my vert and tris count explodes with this function, compared to if I just return the same texture. I just dont see anything no matter what my sandStart value is
this is in my frag function:
if (input.positionWS.y < _SandStart) {
return tex2D(_MainTex, input.uv)* mainLight.shadowAttenuation;
} else {
return tex2D(_SandTex, input.uv) * mainLight.shadowAttenuation;
}
Is there also a way I can easily debug some of the values?
Please note that the OP figured out that their specific problem wasn't caused by the code in the question, but an error in their geometry function, this answer is only about the question "Is there a way to debug shader values" as this debugging method helped the OP find the problem
Debugging shader code can be quite a challenging task, depending on what it is you need to debug, and there are multiple approaches to it. Personally the approach I like best is using colours.
if we break it down there are three aspects in your code that could be faulty:
the value of input.positionWS.y
the if statement (input.positionWS.y < _SandStart)
Returning your texture return tex2D(_MainTex, input.uv)* mainLight.shadowAttenuation;
Lets walk down the list and test each individually.
checking if input.positionWS.y actually contains a value we expect it to contain. To do this we can set any of the RGB channels to its value, and just straight up returning that.
return float4(input.positionWS.y, 0, 0, 1);
Now if input.positionWS.y isn't a normalized value (a.k.a a value that ranges from 0 to 1) this is almost guaranteed to just return your texture as entirely red. To normalize it we divide the value by its max value, lets take max = 100 for the exmaple.
return float4(input.positionWS.y / 100, 0, 0, 1);
This should now make the texture full red at the top (where input.positionWS.y / 100 would be 1) and black at the bottom (where input.positionWS.y / 100 is zero), and a gradient from black to full red inbetween. (Note that since its a position in world space you may need to move the texture up/down to see the colour shift). If this doesn't happen, for example it always stays black or full red then your issue is most likely the input.positionWS.y.
The if statement. It could be that your statement (input.positionWS.y < _SandStart) always returns either true or false, meaning it'll never split. We can test this quite easily by commenting out the current return texture, and instead just return a flat colour like so:
if(input.positionWS.y < _SandStart)
{
return float4(1,0,0,1);
}
else
{
return float4(0,0,1,1);
}
if we tested the input.positionWS.y to be correct in step 1, and _SandStart is set correctly we should see the texture be divided in parts red (if true) and the other part blue (if false) (again since we're basing off world position we might need to change the material's height a bit to see it). If this division in colours doens't happen then the likely cause is that _SandStart isn't set properly, or to an incorrect value. (assuming this is a property you can inspect its value in the material editor)
if both of above steps yield the expected result then return tex2D(_MainTex, input.uv)* mainLight.shadowAttenuation; is possibly the culprit. To debug this we can return one of the textures without the if statement and shadowAttenuation, see if it applies the texture, and then return the other texture by changing which line is commented.
return tex2D(_MainTex, input.uv);
//return tex2D(_SandTex, input.uv);
If each of these textures gets applied properly seperately then it is unlikely that that was your cause, leaving either the shadowAttenutation (just add the multiplication to the above test) or something different altogether that isn't covered by the code in your question.
bonus round. If you got a shader property you want to debug you can actually do this from C# as well using the material.Get<type> function (the supported types can be found in the docs here, and include the array variants too, as well as both Get and Set). a small example:
Properties
{
_Foo ("Foo", Float) = 2
_Bar ("Bar", Color) = (1,1,1,1)
}
can be debugged from C# using
Material mat = getComponent<Material>();
Debug.LogFormat("_Foo value: {0}", mat.GetFloat("_Foo"); //prints 2
Debug.LogFormat("_Bar value: {0}", mat.GetFloat("_Bar"); //prints (1,1,1,1)

Is there a better way than using a switch statement to access different properties of a variable in swift?

I have this code that uses a for loop to iterate through every pixel of an image and then based on a user choice changes the value of the red, green or blue channel.
I am using a switch statement to select the channel and the iterate through every pixel in a for loop for that pixels appropriate color property. It feels very cludgy but I can't think of a way to simplify it.
Is there another way to access the property so I can eliminate the switch statement and just have one for loop that select the right pixel color based on user choice?
func applyFilterTo(image:UIImage,forColor:String, withIntensity:Int) -> RGBAImage {
var myRGBA = RGBAImage(image:image)!
switch forColor {
case "RED":
for x in 0..<myRGBA.width {
for y in 0..<myRGBA.height {
let pixelIndex = y * myRGBA.width + x
var pixel = myRGBA.pixels[pixelIndex]
let newValue = Double(pixel.red) + (Double(withIntensity)/100)*Double(pixel.red)
myRGBA.pixels[pixelIndex].red = UInt8(max(0,min(255,newValue)))
}
}
...
}
the above repeats for other options but the only thing that changes is the property I choose (red, blue, green). Better way to do this?
A good way to do this is replacing switch statements with multiple dispatch, such as the Visitor Pattern. Depending on how many options you will have in the switch statement, the switch statement is the easiest to read and understand.

How to determine whether colour is within a range of shades

I am not sure if this is possible as I have been looking for a few hours and cant find what I am looking for.
What i am doing is taking a color from a game panel which is semi translucent so the color which I am taking is always subtly changing. What is need is a way to check if it is +/- 10 or so shades of my desired color.
Something like
If color1 is +/-10 of 0x?
I have tried using the image search to do similar but that didn't work.
Any help would be greatly appreciated
In addition to Robert's answer, you can compare the colors mathematically.
First start by separating the Red, Green, and Blue values.
ToRGB(color) {
return { "r": (color >> 16) & 0xFF, "g": (color >> 8) & 0xFF, "b": color & 0xFF }
}
Then we need a function that compares the colors. Each of thee variables holds a number representing the difference in the two color values. For example if red is 255 in c1, and 200 in c2, rdiff will be 55. We use Abs so that we don't end up with -55 when c2 has a higher value. Then we make sure the difference for each of these is less than our vary.
Compare(c1, c2, vary=20) {
rdiff := Abs( c1.r - c2.r )
gdiff := Abs( c1.g - c2.g )
bdiff := Abs( c1.b - c2.b )
return rdiff <= vary && gdiff <= vary && bdiff <= vary
}
Here's how it can be used. We take some numbers, and then compare them to each other with the default vary of 20.
light_pink := ToRGB(0xFFAAFF)
darker_pink := ToRGB(0xFAACEF)
purple := ToRGB(0xAA00FF)
MsgBox % Compare(light_pink, dark_pink) ; True
MsgBox % Compare(light_pink, purple) ; False
I assume that your read about the limitations of PixelGetColor: Known limitations:
"A window that is partially transparent or that has one of its colors marked invisible (TransColor) typically yields colors for the window behind itself rather than its own.
PixelGetColor might not produce accurate results for certain applications. If this occurs, try specifying the word Alt or Slow in the last parameter."
When using ImageSearch, you can specify the Delta of the colours. Example:
ImageSearch, FoundX, FoundY, %SearchRangeLeft%, %SearchRangeTop%, %SearchRangeRight%, %SearchRangeBottom%, *20 %ImageFile%
Here the *20 indicates the variation in the range from 0 to 255 of my search colour. When searching for a pixel inside the image of 100,100,100 (RGB), it will match anything between 80,80,80 and 120,120,120. Hope this helps, but matching transparent colours is difficult and prone to errors. The smaller the image and search range the better (and faster)

Is it possible to make colors invisible in the code?

For a game that I am currently making, I have a black background with many white dots, which are being used to represent stars. I have no need for the black color however, and I only wish for the stars to show. My question is this: Is it possible to completely hide the black color without using an image manipulation program, that is, using only code? Any help is appreciated.
This is the form:
// some rgba color representation
struct t_rgba {
uint8_t r, g, b, a;
};
bool SetToTransparentIfPixelIsBlack(t_rgba* const rgba) {
// is it black?
if (0 == rgba->r && 0 == rgba->g && 0 == rgba->b) {
// then set the alpha value to transparent:
rgba->a = 0;
}
}
although the image data you are using will be represented differently.