Motivation
I'd like to find a way to take an arbitrary color and lighten it a few shades, so that I can programatically create a nice gradient from the one color to a lighter version. The gradient will be used as a background in a UI.
Possibility 1
Obviously I can just split out the RGB values and increase them individually by a certain amount. Is this actually what I want?
Possibility 2
My second thought was to convert the RGB to HSV/HSB/HSL (Hue, Saturation, Value/Brightness/Lightness), increase the brightness a bit, decrease the saturation a bit, and then convert it back to RGB. Will this have the desired effect in general?
In order to get a lighter or a darker version of a given color you should modify its brightness. You can do this easily even without converting your color to HSL or HSB color. For example to make a color lighter you can use the following code:
If you need more details, read the full story on my blog.
In C#:
I've used this all over the place.
Convert it to RGB and linearly interpolate between the original color and the target color (often white). So, if you want 16 shades between two colors, you do:
I've done this both ways -- you get much better results with Possibility 2.
Any simple algorithm you construct for Possibility 1 will probably work well only for a limited range of starting saturations.
You would want to look into Poss 1 if (1) you can restrict the colors and brightnesses used, and (2) you are performing the calculation a lot in a rendering.
Generating the background for a UI won't need very many shading calculations, so I suggest Poss 2.
-Al.
A bit late to the party, but if you use
javascript
ornodejs
, you can use tinycolor library, and manipulate the color the way you want:I didn't find this question until after it became a related question to my original question.
However, using insight from these great answers. I pieced together a nice two-liner function for this:
Programmatically Lighten or Darken a hex color (or rgb, and blend colors)
Its a version of method 1. But with over saturation taken into account. Like Keith said in his answer above; use Lerp to seemly solve the same problem Mark mentioned, but without redistribution. The results of
shadeColor2
should be much closer to doing it the right way with HSL, but without the overhead.