These very slight tweaks are enough to eliminate all duplicates. Then the rgb values of those colors are bumped up by 1, first green then red then blue. So an algorithm runs to look for duplicate rgb colors, of which there normally in this case were about 5-10. Then, for purposes of a technical nature in my game, I wanted to make sure this palette includes ALL unique values only. Also the hues skew as the luminance increases. So overall, each row has 4 sets of 9 colors that go pretty well together, and then two sets of unsaturated colors that correspond to the main hues. This just happens to be what I am going to use for my game - avoiding the mid grays. This is then followed by the first hue but with 10% saturation, and the second hue with 10% saturation, producing a set of dark tinted grays and light tinted grays). Then, each of these sets of colors is followed by an analogous color (2 hues away), then the opposite of both of those hues. It comprises 32 unique hues, each with 9 luminance levels. Using this tool I output the following palette texture. ![]() The example image below is the starting state which I tweaked to a sort of pleasant-looking configuration. ![]() This is not a unity app, its a real desktop app (in BlitzMax). Requires OpenGL and opens a 1280x720 window (can adjust). I am mainly focussing on 2D pixel art but I guess you could use it for anything. I'm using this to set up a basic palette for my game and I wanted to be able to tweak the color wheel and let the computer calculate the changes en-masse while maintaining exact amounts of saturation and equidistant luminance/hue changes. 4 bits per color channel gives 12-bit color resolution like on the early Amiga computers. You can also limit the color resolution if you are interested in retro/pixel art, e.g. You can contrast the colors against each other (default) or surrounded with a white border (B), black border, or gray border, which does change how the colors appear relative to each other. Otherwise (D) resets everything to a default setup. Use RIGHT SHIFT to reset a given parameter to its default. Use the LEFT SHIFT for adjusting in the opposite direction (e.g. Otherwise the grid shifts hue within one step. One exception on the controls is you can shift the hue and the angle offset at the same time (u + a). Mouse hover on a color shows RGB and HSL in the top right. Note you should put the mouse on the outside ring for correct display of these if you have `hue skew` active otherwise inner rings will show different gradients. the hue you're on (mouse hover), the hue to the left and right, and the opposite (which is much the same as a triad if you ignore the second column). Bottom right shows analogous + opposite, i.e. You can grab a screenshot png to file (in same folder as app), and output a palette texture and Gimp palette file.īottom left shows `opposite colors`. You can also skew the hue so that as luminance increases, the hue shifts. You can adjust saturation (one global level). You can also shift the luminance and hue. You can adjust how many steps of luminance and hue. ![]() The whole display updates in realtime as you make adjustments or move the mouse, so that you can experiment with finding palettes you like quickly and easily.Ĭ is for Mac OSX (I am on Yosemite, should work on some earlier versions).ĬolorWheel-Windows.zip is for Windows (compiled on Windows 7, should work on XP etc).Ĭontrols are via keyboard as listed on the screen. Here is a free color wheel generator tool I made.
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