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GradientGenerator.cs
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GradientGenerator.cs
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// GradientGenerator.cs
// 5argon / Sirawat Pitaksarit
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
//[CreateAssetMenu]
public class GradientGenerator : ScriptableObject
{
[Serializable]
public struct GradientSpecs
{
public AnimationCurve hProgression;
public AnimationCurve sProgression;
public AnimationCurve vProgression;
public AnimationCurve aProgression;
public AnimationCurve timeRemap;
}
public GradientSpecs[] gradientSpecs;
public Gradient[] generatedGradients;
[ContextMenu("Generate")]
public void Generate()
{
var gradients = new List<Gradient>();
for (int k = 0; k < gradientSpecs.Length; k++)
{
var spec = gradientSpecs[k];
var eightRainbow = Enumerable.Range(0, 9).Select(x => Mathf.InverseLerp(0, 9, x)).Take(8).Select(x =>
Color.HSVToRGB(spec.hProgression.Evaluate(x), spec.sProgression.Evaluate(x), spec.vProgression.Evaluate(x))).ToArray();
for (int mode = 0; mode < 2; mode++)
{
GradientMode gm = (GradientMode)mode;
var modePlus = gm == GradientMode.Fixed ? 1 : 0;
for (int i = 1; i < 8; i++)
{
var timeRange = Enumerable.Range(0, i + 1).Select(x => Mathf.InverseLerp(0, i + modePlus, x + modePlus)).ToArray();
var g = new Gradient();
g.mode = gm;
var colorKeys = new GradientColorKey[i + 1];
var alphaKeys = new GradientAlphaKey[i + 1];
for (int j = 0; j < i + 1; j++)
{
colorKeys[j].color = eightRainbow[j];
colorKeys[j].time = spec.timeRemap.Evaluate(timeRange[j]);
alphaKeys[j].alpha = spec.aProgression.Evaluate(timeRange[j]);
alphaKeys[j].time = spec.timeRemap.Evaluate(timeRange[j]);
}
g.SetKeys(colorKeys, alphaKeys);
gradients.Add(g);
}
}
}
generatedGradients = gradients.ToArray();
#if UNITY_EDITOR
EditorUtility.SetDirty(this);
AssetDatabase.SaveAssets();
#endif
}
}