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tex/Palette

Generates a color palette and bakes it into a 1D texture.

Color

Builds a palette with the rampensau algorithm: hue travels an eased cycle around the hue circle while saturation and lightness sweep eased ranges. The colors land in OKLCH (perceptually even steps, gamut clipped) or plain HSL, and fill a width x 1 texture either as hard blocks (one per color) or as a continuous gradient blended in OKLab. Feed it to any texture input, or use it as a lookup table for attribute-driven coloring.

Parameters

Name Type What it does
colorsCount UInt32 How many colors the palette generates.
hueStart Float Hue the cycle is anchored at, as a fraction of a turn around the hue circle.
hueStartCenter Float Where in the sweep the anchor hue sits: 0 starts the palette on it, 0.5 centers it, 1 ends on it.
hueCycles Float How far round the hue circle the palette travels: 1 is a full turn, small values stay in one hue family, negative reverses direction.
hueEasing UInt8 LINEAR · POWER_1_5 · QUADRATIC_IN · QUADRATIC_OUT · QUADRATIC_IN_OUT · CUBIC_IN · CUBIC_OUT · CUBIC_IN_OUT · SINE_IN · SINE_OUT · SINE_IN_OUT Easing of the hue travel: with a non-linear curve the hues bunch up at one end instead of spreading evenly.
saturationRange Vector2 Saturation at the start and end of the palette. In OKLCH, 1 maps to the chroma CSS defines as 100%.
saturationEasing UInt8 LINEAR · POWER_1_5 · QUADRATIC_IN · QUADRATIC_OUT · QUADRATIC_IN_OUT · CUBIC_IN · CUBIC_OUT · CUBIC_IN_OUT · SINE_IN · SINE_OUT · SINE_IN_OUT Easing of the saturation sweep between its start and end values.
lightnessRange Vector2 Lightness at the start and end of the palette. In OKLCH this is OKLab lightness, so equal steps look equal.
lightnessEasing UInt8 LINEAR · POWER_1_5 · QUADRATIC_IN · QUADRATIC_OUT · QUADRATIC_IN_OUT · CUBIC_IN · CUBIC_OUT · CUBIC_IN_OUT · SINE_IN · SINE_OUT · SINE_IN_OUT Easing of the lightness sweep between its start and end values.
colorModel UInt8 OKLCH · HSL Color model the generated hue, saturation and lightness are read in: OKLCH gives perceptually even palettes (the quality default), HSL matches classic HSL ramps.
outputMode UInt8 DISCRETE · INTERPOLATED How the colors fill the texture: DISCRETE writes one hard-edged block per color, INTERPOLATED blends them across the whole width in OKLab.
resolution UInt32 Texture width in texels. The texture is always one texel tall.

See also

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