Overview
Creates a color in the perceptually uniform OKLCH color space. Its defining feature is that "raising L by 10 looks equally brighter at every hue," making it the go-to choice for palette design and shading ramps. It also uses the same terms as PixPipeline's lighting nodes, which adjust shadows in OKLCH.
Usage tips
- The standard recipe for a shading ramp is to choose a base color, then create the shadow by lowering L, rotating H slightly (±8–15°), and keeping or slightly increasing C. Reverse the changes for highlights. The value of OKLCH is that these operations behave as their parameters suggest.
- Its hue wheel differs from HSV. Both put red at 0°, but OKLCH places yellow at 90° and blue at 240°. It is safest to pick a color first, then fine-tune it.
- Values near the upper C limit of 0.4 may fall outside the sRGB gamut and are clamped for display. If chroma seems to stop increasing, adjust it together with L.
Related nodes
color_rgb/color_hsv— sibling nodes using other color spacesoklch_adjust— adjust an image along the same L/C/H axespalette_adjust_oklch— batch-adjust a palette in OKLCHsurface_light_preview— use OKLCH correction for shadows and highlights
Technical details
- Two-way synchronization between the color picker and L/C/H/A sliders
- Change the color in the picker → RGB-to-OKLCH conversion automatically updates L/C/H/A
- Change an L/C/H/A slider → OKLCH-to-RGB conversion automatically updates the picker
- With no Color wire connected, L/C/H/A are authoritative at evaluation time. Picker edits update those channels in the UI.
- While using an indexed-color reference, palette edits update L/C/H/A and the output. Manually editing a channel detaches the reference and switches to the current literal color.
- Internally converts OKLCH → OKLab → LMS → linear RGB → sRGB, then outputs Color.
- Every parameter can be promoted to an input pin 📌. A connected Color input overrides L/C/H/A.
- Uses the modern color space adopted by CSS Color Level 4
What is OKLCH?
- O = Oklab-based, L = lightness, C = chroma, H = hue
- Unlike RGB or HSV, numeric distance is proportional to visible color difference.
- Colors with the same lightness look uniformly bright to the human eye.
- Intermediate colors do not become muddy when generating gradients.
Examples
- Create a perceptually uniform gradient.
- Design a palette whose colors are evenly spaced visually.
- Animate only the hue while preserving lightness.