Scylla Chroma


Scylla Chroma is a feature-packed color palette- and gradient editor for Unity.


by Surreal Cosmic


Price History +


IMPORTANT: This tool requires Scylla Core.


Scylla Chroma is a single editor for all your color work: Build and store color palettes, create advanced color gradients, pick colors from the screen, sample gradients from images, generate color harmonies, check contrast and colorblind legibility, compare palettes, and recolor textures, without bouncing between the built-in color picker, a material inspector, and whatever browser tab you left a palette open in.


Chroma creates and stores Scylla palette and gradient assets that go way beyond of what Unity offers by default: color palettes can be loaded and used in game code, and gradients can be smooth or stepped and support RGB, HSV, and Oklab color space, can have independent alpha stops, and non-destructive step reduction.



What's in the box


  • Color editor: Four interchangeable 2D pickers (HSV wheel, HSV square, RGB cube slice, Oklch LCh plane), channel sliders in integer or float, hex in and out, alpha, and a live readout across every color space at once. A color name field resolves to the nearest named color, a screen eyedropper, a recent-colors history, and one-click copy as hex, Unity Color or Color32, CSS, HLSL float4, or JSON. A web-safe toggle posterizes everything to the old 216-color grid on the rare day you need it.

  • Color library: Every palette, gradient, and swatch collection in your project, in one searchable sidebar with table previews and drag-and-drop. Double-click any color asset in the Project window and it opens right here.

  • Palettes that behave like a database: A swatch grid and a sortable table, side by side. Multi-select, drag to reorder, batch edits, tags, lock flags, and semantic roles. Sort by hue, saturation, lightness, chroma, or alpha. Copy a whole selection out as text in any of the six formats.

  • A gradient editor that goes well past the built-in one: Smooth or stepped, in RGB, HSV, or perceptual Oklab (the built-in editor stops at RGB). A separate alpha rail with its own stops and easing. Per-stop easing from fifteen easing curves, per-stop blend modes, midpoint handles, and a non-destructive Reduction slider that thins a dense gradient without deleting anything until you commit. Bake to PNG, TGA, or EXR, convert to and from palettes, and go up to 4096 stops.

  • Image sampling and extraction: Drop in a reference image and take colors from it: a single pixel under a magnifier, a region average, a freehand drag that becomes a gradient, or a motion-timed trace. Or let it pull a whole palette for you with one of four strategies (K-means in Oklab, median cut, luminance buckets, or most-saturated).

  • Color theory without the guesswork: Harmonies worked out in Oklch (complementary, triadic, analogous, and the rest), tints, shades, and tones in Oklab, seeded random palettes, cel-shading tone sets, blackbody ramps, and noise-driven palettes where each color is a coherent step from the one before it.

  • Color accessibility check: WCAG 2.1 contrast with the AA and AAA badges, eight colorblindness simulations, Oklab delta-E between any two colors, nearest-named lookup across CSS Level 4, X11, and RAL, correlated color temperature, and per-palette statistics.

  • Compare and recolor: Diff two palettes by nearest-entry Oklab distance, or remap a texture from one palette to another in Oklab and save the result as a PNG.

  • Palette import: Import palettes from ASE, GPL, ACT, Lospec JSON, hex lists, and Chroma's own format; export to those plus CSS and a ready-to-paste C# file. Gradients round-trip through Chroma's format and import from Photoshop .grd, both the legacy and modern layouts, multi-gradient files included.

Built to stay out of your way


  • Native to Scylla Core: palettes and gradients are Core color assets, readable straight from game code.
  • Full undo and redo on everything, the way Unity's own tools work.
  • Drawn entirely in code with UI Toolkit, so there are no texture assets cluttering your project and it stays crisp at any zoom or DPI.
  • Perceptual color math throughout: Oklab and Oklch where it counts, so blends and sorts look right to the eye instead of just being tidy in sRGB.

Links


Official Site & Documentation

API Documentation

Discord