| Color |
GetRandomColorSeeded(int seed, float alphaOfGeneratedColor = 1.0f, float forceLuminance = 0.0f) |
| Color |
ColorOfGameobjectID(GameObject colorDefiningGameobject, float forceLuminance = 0.0f) |
| void |
DrawCatalogueOfRandomColors(int lowestDrawnSeed, int highestDrawnSeed, float forceLuminance = 0.0f, Vector3 position = default(Vector3), float durationInSec = 0.0f) |
| Color |
GetRainbowColor(int seed, float alphaOfGeneratedColor = 1.0f, int colorsPerSpectrumPass = 8, float forceLuminance = 0.0f) |
| Color |
GetRainbowColorAroundRed(int seed, float alphaOfGeneratedColor = 1.0f, int colorsPerSpectrumPass = 5, bool sawToothTransition = false, float forceLuminance = 0.0f) |
| Color |
GetRainbowColorAroundGreen(int seed, float alphaOfGeneratedColor = 1.0f, int colorsPerSpectrumPass = 4, bool sawToothTransition = false, float forceLuminance = 0.0f) |
| Color |
GetRainbowColorAroundBlue(int seed, float alphaOfGeneratedColor = 1.0f, int colorsPerSpectrumPass = 5, bool sawToothTransition = false, float forceLuminance = 0.0f) |
| Color |
GetColorFromHueAndLuminance_tunedTransitionsSpectrum(float hue, float luminance = 0.5f, float alphaOfGeneratedColor = 1.0f) |
| void |
DrawWholeHueLuminaceSpectrumOfTunedTransitionColorSpace(Vector3 position = default(Vector3), float width_ofDrawnSpectrum = 1.0f, float height_ofDrawnSpectrum = 1.0f, int drawnHueValues = 400, int drawnLuminanceValuesPerHueValue = 60, float durationInSec = 0.0f) |
| Color |
ForceApproxLuminance(Color colorToForce, float targetLuminance) |
| float |
GetLuminance(Color colorForWhichToGetTheLuminance) |