# Colorspace Conversion Node
## Description
Returns the result of converting the value of input **In** from one colorspace space to another. The spaces to transform from and to are defined by the values of the dropdowns on the node.
## Ports
| Name | Direction | Type | Description |
|:------------ |:-------------|:-----|:---|
| In | Input | Vector 3 | Input value |
| Out | Output | Vector 3 | Output value |
## Controls
| Name | Type | Options | Description |
|:------------ |:-------------|:-----|:---|
| From | Dropdown | RGB, Linear, HSV | Selects the colorspace to convert from |
| To | Dropdown | RGB, Linear, HSV | Selects the colorspace to convert to. Returns values in the range 0 to 1, or higher if the color space is HDR. |
## Generated Code Example
The following example code represents one possible outcome of this node per from/to permutation.
**RGB > RGB**
```
void Unity_ColorspaceConversion_RGB_RGB_float(float3 In, out float3 Out)
{
Out = In;
}
```
**RGB > Linear**
```
void Unity_ColorspaceConversion_RGB_Linear_float(float3 In, out float3 Out)
{
float3 linearRGBLo = In / 12.92;;
float3 linearRGBHi = pow(max(abs((In + 0.055) / 1.055), 1.192092896e-07), float3(2.4, 2.4, 2.4));
Out = float3(In <= 0.04045) ? linearRGBLo : linearRGBHi;
}
```
**RGB > HSV**
```
void Unity_ColorspaceConversion_RGB_HSV_float(float3 In, out float3 Out)
{
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 P = lerp(float4(In.bg, K.wz), float4(In.gb, K.xy), step(In.b, In.g));
float4 Q = lerp(float4(P.xyw, In.r), float4(In.r, P.yzx), step(P.x, In.r));
float D = Q.x - min(Q.w, Q.y);
float E = 1e-10;
Out = float3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), Q.x);
}
```
**Linear > RGB**
```
void Unity_ColorspaceConversion_Linear_RGB_float(float3 In, out float3 Out)
{
float3 sRGBLo = In * 12.92;
float3 sRGBHi = (pow(max(abs(In), 1.192092896e-07), float3(1.0 / 2.4, 1.0 / 2.4, 1.0 / 2.4)) * 1.055) - 0.055;
Out = float3(In <= 0.0031308) ? sRGBLo : sRGBHi;
}
```
**Linear > Linear**
```
void Unity_ColorspaceConversion_Linear_Linear_float(float3 In, out float3 Out)
{
Out = In;
}
```
**Linear > HSV**
```
void Unity_ColorspaceConversion_Linear_HSV_float(float3 In, out float3 Out)
{
float3 sRGBLo = In * 12.92;
float3 sRGBHi = (pow(max(abs(In), 1.192092896e-07), float3(1.0 / 2.4, 1.0 / 2.4, 1.0 / 2.4)) * 1.055) - 0.055;
float3 Linear = float3(In <= 0.0031308) ? sRGBLo : sRGBHi;
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 P = lerp(float4(Linear.bg, K.wz), float4(Linear.gb, K.xy), step(Linear.b, Linear.g));
float4 Q = lerp(float4(P.xyw, Linear.r), float4(Linear.r, P.yzx), step(P.x, Linear.r));
float D = Q.x - min(Q.w, Q.y);
float E = 1e-10;
Out = float3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), Q.x);
}
```
**HSV > RGB**
```
void Unity_ColorspaceConversion_HSV_RGB_float(float3 In, out float3 Out)
{
float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
float3 P = abs(frac(In.xxx + K.xyz) * 6.0 - K.www);
Out = In.z * lerp(K.xxx, saturate(P - K.xxx), In.y);
}
```
**HSV > Linear**
```
void Unity_ColorspaceConversion_HSV_Linear_float(float3 In, out float3 Out)
{
float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
float3 P = abs(frac(In.xxx + K.xyz) * 6.0 - K.www);
float3 RGB = In.z * lerp(K.xxx, saturate(P - K.xxx), In.y);
float3 linearRGBLo = RGB / 12.92;
float3 linearRGBHi = pow(max(abs((RGB + 0.055) / 1.055), 1.192092896e-07), float3(2.4, 2.4, 2.4));
Out = float3(RGB <= 0.04045) ? linearRGBLo : linearRGBHi;
}
```
**HSV > HSV**
```
void Unity_ColorspaceConversion_HSV_HSV_float(float3 In, out float3 Out)
{
Out = In;
}
```