float3 HUEtoRGB(in float H) { float R = abs(H * 6 - 3) - 1; float G = 2 - abs(H * 6 - 2); float B = 2 - abs(H * 6 - 4); return saturate(float3(R,G,B)); } float Epsilon = 1e-10; float3 RGBtoHCV(in float3 RGB) { // Based on work by Sam Hocevar and Emil Persson float4 P = (RGB.g < RGB.b) ? float4(RGB.bg, -1.0, 2.0/3.0) : float4(RGB.gb, 0.0, -1.0/3.0); float4 Q = (RGB.r < P.x) ? float4(P.xyw, RGB.r) : float4(RGB.r, P.yzx); float C = Q.x - min(Q.w, Q.y); float H = abs((Q.w - Q.y) / (6 * C + Epsilon) + Q.z); return float3(H, C, Q.x); } float3 RGBtoHSL(float3 RGB) { float3 HCV = RGBtoHCV(RGB); float L = HCV.z - HCV.y * 0.5; float S = HCV.y / (1 - abs(L * 2 - 1) + Epsilon); return float3(HCV.x, S, L); } float3 HSLtoRGB(float3 HSL) { float3 RGB = HUEtoRGB(HSL.x); float C = (1 - abs(2 * HSL.z - 1)) * HSL.y; return (RGB - 0.5) * C + HSL.z; }