# Hue Node

## Description

Offsets the hue of input **In** by the amount of input **Offset**. The unit of the offset can be set with the parameter **Range**. **Offset** in **Degrees** is in the range -180 to 180. In **Radians** it is -Pi to Pi.

## Ports

| Name        | Direction           | Type  | Binding | Description |
|:------------ |:-------------|:-----|:---|:---|
| In      | Input | Vector 3 | None | Input value |
| Offset      | Input | Float    | None | Amount to offset hue |
| Out | Output      |    Vector 3 | None | Output value |

## Controls

| Name        | Type           | Options  | Description |
|:------------ |:-------------|:-----|:---|
| Range      | Dropdown | Degrees, Radians | The unit used for the input **Offset** |

## Generated Code Example

The following example code represents one possible outcome of this node per **Base** mode.

**Degrees**

```
void Unity_Hue_Degrees_float(float3 In, float Offset, 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;
    float3 hsv = float3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), Q.x);

    float hue = hsv.x + Offset / 360;
    hsv.x = (hue < 0)
            ? hue + 1
            : (hue > 1)
                ? hue - 1
                : hue;

    float4 K2 = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
    float3 P2 = abs(frac(hsv.xxx + K2.xyz) * 6.0 - K2.www);
    Out = hsv.z * lerp(K2.xxx, saturate(P2 - K2.xxx), hsv.y);
}
```

**Radians**

```
void Unity_Hue_Radians_float(float3 In, float Offset, 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;
    float3 hsv = float3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), Q.x);

    float hue = hsv.x + Offset;
    hsv.x = (hue < 0)
            ? hue + 1
            : (hue > 1)
                ? hue - 1
                : hue;

    // HSV to RGB
    float4 K2 = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
    float3 P2 = abs(frac(hsv.xxx + K2.xyz) * 6.0 - K2.www);
    Out = hsv.z * lerp(K2.xxx, saturate(P2 - K2.xxx), hsv.y);
}
```