The editor-only color workshop where Scylla palettes and gradients get built, audited, sampled out of existing images, and exchanged with the rest of a project’s color pipeline.
Scylla Chroma is the framework’s color authoring tool: one Editor window that covers palettes, gradients, image sampling, theory, accessibility, mixing, comparison, texture recolor, and the full library of project color assets, with everything talking to each other through a single shared color state.
Summary
Scylla Chroma is the framework’s color authoring tool: a single Unity Editor window for building palettes and gradients, sampling colors out of images, running them through harmony, accessibility, mixer, compare, and recolor checks, and keeping every color asset in the project visible in a sidebar. Nine tabs share one active color and one library, so a color picked or sampled on any tab is immediately the color the others see.

Chroma is an Editor-only tool. It has no runtime DLL (Dynamic-Link Library), no build-size footprint, and no per-frame cost in a player build. The color types it reads and writes (ColorPalette, ColorGradient, ColorSwatchCollection) are runtime Scylla Core types, so the assets a project builds in Chroma are the same assets gameplay code loads at runtime. There’s no export step to “get colors out of the tool”; the tool is the editor for the asset.
The nine tabs are organised around the work, not around the data model. The first three (Color, Palette, Gradient) cover the everyday authoring loop. The next three (Image, Theory, Accessibility) are the analytical and generative tabs that feed into that loop. The last three (Mixer, Compare, Recolor) are smaller utility tabs that each solve one specific problem. A library sidebar runs down the right side of the window and surfaces every palette, gradient, and swatch collection asset in the project, with drag-drop into and out of the active tab.
Open Chroma from the Scylla > Tools > Chroma… menu, or with Cmd/Ctrl+Shift+K. The first run lands on the Color tab with a default palette and gradient picked from the project (or an empty starter pair if the project has none).
Features
- Color Editor tab. Four interchangeable 2D pickers (HSV Wheel, HSV Square, RGB Cube Slice, Oklch LCh Plane), channel sliders with Integer / Float input modes, a web-safe mode toggle that posterizes the pickers and snaps the active color to the 216-color palette, hex field with copy/paste, multi-space readout (sRGB (standard Red Green Blue), Linear, Oklch, HSL, CSS, Unity code, JSON), screen eyedropper, color history, pinned favorites, and a named-color search field.
- Palette Editor tab. Swatch grid plus tabular list view, multi-select, drag-reorder, batch operations, per-swatch tags and lock flag, optional semantic color roles, sort by hue / saturation / value / lightness / luminance / chroma / warm-to-cool / alpha, multi-color Copy Selected As (six text formats), and Remove Duplicates / Convert to Gradient actions.
- Gradient Editor tab. Independent color and alpha rails (the alpha bar appears as soon as the gradient carries any alpha stops), per-stop interpolation override (None, SmoothStep, SmootherStep, plus the 15 Penner easings), per-color-stop blend mode (Normal / Multiply / Screen / Add), three color spaces for the blend math (RGB, HSV, Oklab (a perceptual color space)), smooth or stepped mode, non-destructive Reduction slider with Apply, and a Bake-to-texture dialog (PNG / TGA / EXR, sRGB or linear).
- Image Sampler tab. Load any texture, sample with Point / Average / Gradient / Trace modes, magnifier overlay and arrow-key pixel nudging, and four extraction strategies: K-Means in Oklab, Median Cut, Luminance Buckets, and Most Saturated. Output can be saved as a palette asset or a gradient asset.
- Theory tab. Harmony generator (Complementary, Split-Complementary, Triadic, Tetradic, Analogous, Monochromatic, Near-Complementary, Double Complementary, Rectangular) with live hue-wheel diagram, Tints / Shades / Tones with optional symmetric ramp, seeded random palette with Oklab delta-E minimum, material tone set (Shadow / Midtone / Highlight / Rim), Planckian blackbody ramp, jitter palette around a base color, and a multi-noise-driven palette.
- Accessibility tab. WCAG (Web Content Accessibility Guidelines) 2.1 contrast checker with sample-text preview and AA / AAA badges, color blindness simulator (8 types via the Vienot-Brettel-Mollon model), Oklab delta-E calculator with descriptive labels, named-color lookup across CSS Level 4 / X11 / RAL Classic / Chroma Colors, Correlated Color Temperature (CCT) via McCamy’s formula, and a palette statistics readout.
- Mixer tab. Two-color blend preview across sRGB, Linear RGB, Oklab, and HSV simultaneously, with a ratio slider and a double-click-to-add-to-palette shortcut.
- Compare tab. Side-by-side palette analysis: for every entry in palette A, the nearest entry in palette B by Oklab delta-E, plus min / average / max delta-E summary stats. Useful when iterating a palette to make sure two versions stay close enough.
- Texture Recolor tab. Texture remapping: source texture plus source palette plus target palette (same entry count) produces a new PNG where every pixel snaps to its nearest source-palette entry and is replaced with the corresponding target-palette entry.
- Library sidebar. Three sub-tabs (Palettes / Gradients / Swatches), thumbnail previews, search/filter, context menu (edit, rename, delete, open), drag-drop between the sidebar and the active tab, and live refresh when assets change on disk.
- Preferences. Default asset directories, default named-color database, checkerboard cell size, double-click-to-open toggle, and maintenance actions (clear color history, clear favorites). Lives at Edit > Preferences > Scylla > Chroma.
- Project integration. Custom property drawers for
ColorPaletteAssetandColorGradientAssetwith inline preview and “Open in Chroma” buttons. Double-click on a palette or gradient asset in the Project window opens it in Chroma when the auto-open preference is enabled. - Import and Export. Palettes import from and export to ASE, GPL, Lospec JSON, ACT, plain hex lists, CSS variables, C# array literals, and Chroma JSON. Gradients import from Chroma JSON and Photoshop
.grd(both GRD3 and GRD5 formats, including foreground / background sentinels and multi-gradient library files), and export to Chroma JSON.
Tabs
Each tab has its own page in this set. The pages are usage-first: every panel, every right-click menu, every keyboard shortcut, every preference is documented in plain language, with screenshots where they help.
Authoring
- Color Editor. The shared color picker: four 2D pickers, channel sliders, hex I/O, copy formats, history, favorites, eyedropper, named-color lookup.
- Palette Editor. Swatch CRUD, tagging, locking, sorting, multi-select, drag-drop, Remove Duplicates, Convert to Gradient.
- Gradient Editor. Color stops, independent alpha rail, per-stop interpolation and blend modes, Reduction slider, Bake-to-texture dialog.
Sampling and generation
- Image Sampler. Four sampling modes and four extraction strategies for pulling palettes and gradients out of textures and screenshots.
- Theory. Harmonies, tints / shades / tones, random palettes, material tone sets, blackbody ramps, jitter palettes, noise-driven palettes.
- Accessibility. WCAG contrast, color blindness simulation, Oklab delta-E, nearest named color, CCT, palette stats.
Smaller utility tabs
- Mixer. Two-color blend preview across four color spaces.
- Compare. Nearest-entry Oklab delta-E analysis between two palettes.
- Texture Recolor. Palette-to-palette pixel remap on a source texture.
Infrastructure
- Library. The sidebar’s three sub-tabs, search, drag-drop, live refresh.
- Preferences. The full settings surface plus the persisted window state.
- Import / Export. Every supported palette and gradient file format, with round-trip notes and known limitations.
- Keyboard Shortcuts. One reference table for the whole window.
Getting started
- Getting Started. Where the menu entry lives, the window tour, building a first palette and gradient, and where assets land in the project.
Where things live
The settings surface (named-color database, checkerboard size, double-click-to-open behaviour, history / favorites maintenance) is documented on the Preferences page; the color asset directories live one level up at Project Settings > Scylla and are also covered there. The file format support and the Photoshop .grd notes live on the Import / Export page. The library sidebar’s behaviour is shared across every tab and is documented once on the Library page.
Related
- Getting Started
- Color Editor
- Palette Editor
- Gradient Editor
- Image Sampler
- Theory
- Accessibility
- Mixer
- Compare
- Texture Recolor
- Library
- Preferences
- Import / Export
- Keyboard Shortcuts
- Changelog
- API reference:
Scylla.Core.Util.Palette.ColorPaletteAsset - API reference:
Scylla.Core.Util.Palette.ColorGradientAsset - API reference:
Scylla.Core.Util.Palette.ColorSwatchCollectionAsset