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colorblindness's Introduction

SOHNE | Colorblindness

Unity Version

Release TODOs License Contributors

Using the Channel Mixer component, includes eight color blindness profiles, based on this Color Blindness Simulation.

Currently, it only works with the following Scriptable Render Pipeline:

  • Universal RP (URP) / Lightweight RP (LWRP)
  • High Definition RP (HDRP)

Features

  • Eight different types of color blindness simulation;
  • Load color filter profile in runtime pressing F1(default key) on keyboard;
  • Saving the current filter via PlayerPrefs;
  • Automatically apply filters to volumes when migrating to a new scene.

Supported types

⚠️ Studies and tests with colorblind people are lacking to confirm the effectiveness of this solution!

  1. Protanopia;
  2. Protanomaly;
  3. Deuteranopia;
  4. Deuteranomaly;
  5. Tritanopia;
  6. Tritanomaly;
  7. Achromatopsia;
  8. Achromatomaly.

Todos

  • Unity Package
  • Optimizations
  • Polishing
  • Documentation
  • Support for the standard Unity renderer + Post-processing stack (?)

Installation

  • Colorblindness .unitypackage
    • Import the customized package found in the releases.
  • Unity’s Package Manager
    • Add "com.sohne.colorblindness": "https://github.com/SOHNE/Colorblindness.git#upm" to your project's package manifest file in dependencies section.
    • Or, Package Manager > Add package from git URL... and paste this URL: https://github.com/SOHNE/Colorblindness.git#upm

[instructions taken from GameToolkit-Localization]


Implementation recommendations

MIT License

Copyright 2020 SOHNE ([email protected])

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.


readme versionreadme version

Live long and prosper \V/,

colorblindness's People

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colorblindness's Issues

Code suggestion

To increase customization, I'd like to suggest a change to the currentType:

public int currentType
        {
            get => _currentType;

            set
            {
                if (value > maxType) _currentType = 0;
                else if(value < 0)_currentType = maxType;
                else _currentType = value;
            }
        }

So we can go back and forth in the array.

I also incremented a change in InitChange and created its variation to return.

public void InitChangeAdd()
        {
            if (volumes == null) return;
            
            currentType++;
            
            PlayerPrefs.SetInt("Accessibility.ColorblindType", currentType);

            StartCoroutine(ApplyFilter());
            
#if UNITY_EDITOR
            // TODO: Use a public event system to announce the change of the activated filter
            Debug.Log($"Color changed to <b>{(ColorblindTypes)currentType} {currentType}</b>/{maxType}");
#endif
        }

        public void InitChangeRemove()
        {
            if (volumes == null) return;
            
            currentType--;

            PlayerPrefs.SetInt("Accessibility.ColorblindType", currentType);

            StartCoroutine(ApplyFilter());
            
#if UNITY_EDITOR
            // TODO: Use a public event system to announce the change of the activated filter
            Debug.Log($"Color changed to <b>{(ColorblindTypes)currentType} {currentType}</b>/{maxType}");
#endif
        }

There is a way to simplify this in just one method, but for a while I ended up not doing it.

Thank you for developing this solution for color blindness!

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