Hi, I just wanted to ask how I can change the color of a GUI witha fade effect. Like A blue turns into semi-blue-green and then ultimately green. I have no idea how.
To do this you will have to do some sort of interpolation between each of the values.
The simplest way would be a straight linear interpolation for the r, b, and g color components. The formula for this as follows:
value0*(1 - alpha) + value1*alpha
Where value0
is the initial value, value1
is the end value, and alpha
is the "percentage" of the way between the two.
local function linearInterpolation(v0, v1, alpha) return v0*(1-alpha) + v1*alpha end
Now to use this function we will have to use a loop to update the value of the color over time:
-- Assuming function linearInterpolation is defined above local gui = ScreenGui.Frame -- Placeholder local color0 = Color3.new(1, 1, 1) local color1 = Color3.new(0, 0, 0) local duration = 1 local elapsed = 0 local alpha = 0 while (alpha < 1) do elapsed = elapsed + wait() alpha = math.min(elapsed/duration, 1) local newColor = Color3.new( linearInterpolation(color0.r, color1.r, alpha), linearInterpolation(color0.g, color1.g, alpha), linearInterpolation(color0.b, color1.b, alpha) ) gui.BackgroundColor3 = newColor end
This will successfully interpolate between colors. However you might notice that the intermediate is a little 'dull'. To fix this we can convert the colors to another color space. In this case I think that the HSV color space looks very good.
This can look quite daunting, but it is simple to use once it is implemented. This is a generic algorithm that is most widely used:
local function RGBtoHSV(r, g, b) local min, max, delta local h, s, v min = math.min(r, g, b) max = math.max(r, g, b) v = max delta = max - min if max ~= 0 then s = delta/max else s = 0 h = -1 return h, s, v end if r == max then h = ( g - b ) / delta elseif g == max then h = 2 + ( b - r ) / delta else h = 4 + ( r - g ) / delta end h = h*60 if h < 0 then h = h + 360 end return h, s, v end local function HSVtoRGB(h, s, v) local r, g, b local i, f, q, p, t if s == 0 then return v, v, v end h = h/60 i = math.floor(h) f = h - i p = v*(1 - s) q = v*(1 - s*f) t = v*(1 - s*(1 - f)) if i == 0 then r, g, b = v, t, p elseif i == 1 then r, g, b = q, v, p elseif i == 2 then r, g, b = p, v, t elseif i == 3 then r, g, b = p, q, v elseif i == 4 then r, g, b = t, p, v else r, g, b = v, p, q end return r, g, b end
Now that we have those functions defined we don't have to worry about the definition. All we need to know is that we can successfully covert to and from HSV and RGB.
This is going to be very similar to the one we made before, except we have to decide which way we want to interpolate. HSV is like a cylinder, with the hue being determined by the degree around the cylinder (see this diagram).
So we will need to decide if you should travel clockwise or counter-clockwise. I did this by comparing the distance from the start to end, and then the difference of the start + 360 degrees (1 trip around the circle) and the end:
local differenceCW = color0.X - color1.X; local differenceCCW = (color0.X + 360) - color1.X; local CW = differenceCW > differenceCCW
Now that we know what direction to travel we figure out how to interpolate the Hue. If it is clockwise then you can just linearly interpolate from start to end. If it is counter-clockwise then you interpolate from start + 360 to end:
local hue if CW then hue = linearInterpolation(color0.X, color1.X, alpha), else hue = linearInterpolation(color0.X + 360, color1.X, alpha), end
How putting it all together:
-- Assuming functions RGBtoHSV, HSVtoRGB, and linear interpolation are defined above local gui = ScreenGui.Frame -- Placeholder local color0 = Vector3.new(RGBtoHSV(255, 0, 0)) local color1 = Vector3.new(RGBtoHSV(0, 0, 255)) local differenceCW = color0.X - color1.X; local differenceCCW = (color0.X + 360) - color1.X; local CW = differenceCW > differenceCCW local duration = 5 local elapsed = 0 local alpha = 0 while (alpha < 1) do elapsed = elapsed + wait() alpha = math.min(elapsed/duration, 1) local hue if CW then hue = linearInterpolation(color0.X, color1.X, alpha) else hue = linearInterpolation(color0.X + 360, color1.X, alpha) end local newColor = Vector3.new(HSVtoRGB( hue, linearInterpolation(color0.Y, color1.Y, alpha), linearInterpolation(color0.Z, color1.Z, alpha) )) gui.BackgroundColor3 = Color3.new(newColor.X/255, newColor.Y/255, newColor.Z/255) end
Note the you need to input values between 0 and 255 into the RBGtoHSV function and thus have to divide the values returned from HSVtoRGB by 255 to store them correctly in a Color3 datatype.
For a comparison of the two color space interpolations I covered, check out this gif.
You could make a loop for example
for i=1,255 do gui.BackgroundColor3 = Color3.new(0/255,0/255,i/255) wait(0.1) end