using System; using UnityEngine; public class TestColorChange : MonoBehaviour { private void Start() { this.m_test_stats = new ColorPalette.Status(); Renderer component = base.transform.GetComponent(); Texture2D texture2D = component.material.mainTexture as Texture2D; this.m_new_tex = new Texture2D(texture2D.width, texture2D.height, TextureFormat.RGBA32, false, true); this.m_bySrcColor = UTY.GetPixelArray(texture2D); component.material.mainTexture = this.m_new_tex; } private void Update() { this.m_test_stats.base_color.hue = this.main_hue; this.m_test_stats.base_color.sat = this.main_sat; this.m_test_stats.base_color.brightness = this.main_brightness; this.m_test_stats.base_color.contrast = this.main_contrast; this.m_test_stats.shadow_color.hue = this.shadow_hue; this.m_test_stats.shadow_color.sat = this.shadow_sat; this.m_test_stats.shadow_color.brightness = this.shadow_brightness; this.m_test_stats.shadow_color.contrast = this.shadow_contrast; this.m_test_stats.shadow_threshold = this.shadow_threshold; UTY.ConvertColor(this.m_test_stats, this.m_bySrcColor, ref this.m_new_tex); this.main_hue = this.m_test_stats.base_color.hue; this.main_sat = this.m_test_stats.base_color.sat; this.main_brightness = this.m_test_stats.base_color.brightness; this.main_contrast = this.m_test_stats.base_color.contrast; this.shadow_hue = this.m_test_stats.shadow_color.hue; this.shadow_sat = this.m_test_stats.shadow_color.sat; this.shadow_brightness = this.m_test_stats.shadow_color.brightness; this.shadow_contrast = this.m_test_stats.shadow_color.contrast; this.shadow_threshold = this.m_test_stats.shadow_threshold; } public int main_hue; public int main_sat = 128; public int main_brightness = 260; public int main_contrast = 128; public int shadow_threshold = 128; public int shadow_hue = 128; public int shadow_sat = 128; public int shadow_brightness = 260; public int shadow_contrast = 128; private ColorPalette.Status m_test_stats; private byte[] m_bySrcColor; private Texture2D m_new_tex; }