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Question by ryry14 · Mar 06, 2016 at 07:26 AM · fadematerial color

Fading texture to black is not working correctly

I'm trying to change a material's texture to black over time. Based on the camera's changing "y" value. I'm trying to convert the RGB to HSV so I can slide the value from 255 down to 0 and "fade it out" to black. But my update function is just..not doing what I expect it to. No results. The material just sits there regardless of the camera's y value.

public class SkyScript : MonoBehaviour {

 GameObject sky;
 Color color;
 float value = 255;
 float h, s = 0;

 // Use this for initialization
 void Start () {
     sky = GameObject.Find("Sky");
 }
 
 // Update is called once per frame
 void Update () {
     value = 255- (int)Camera.main.transform.position.y;
     color = sky.GetComponent<Renderer>().material.color;
     Color.RGBToHSV(color, out h, out s, out value);
     sky.GetComponent<Renderer>().material.SetColor("_MainTex", color);
 }

}

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Answer by Graphics_Dev · Mar 06, 2016 at 01:14 PM

Its not doing anything because at line 14 color is set to the sky's current color and at line 16 you set the color of the sky to the exact same thing. Also, you need to convert HSVToRGB not the other way around. Finally you don't want to get a component in the update function; this should be done in start. You need something like this:

 using UnityEngine;
 using System.Collections;
 
 public class SkyScript : MonoBehaviour {
     
     public GameObject sky;
     public Color color;
     public float value = 255;
     public float h, s = 0;
     private Renderer rend;
 
     // Use this for initialization
     void Start () 
     {
         sky = GameObject.Find("Sky");
         rend = sky.GetComponent<Renderer> ();
     }
 
     // Update is called once per frame
     void Update () {
         value = 255- (int)Camera.main.transform.position.y;
         color = Color.HSVToRGB(h, s, (value/256));
         rend.material.color = color;
     }
 }
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