Hue shifting

Hue shifting means changing the hue, not only the brightness, as a colour ramp goes from shadow to light. It is a large part of why good pixel art looks rich instead of grey.

Knight shaded with no hue shift
No shift
Knight shaded with a small hue shift
Small shift
Knight shaded with a strong hue shift
Strong shift

What it is

The simplest way to shade is to take a base colour and make it darker for shadow and lighter for light. The result works, but it looks flat and a little dirty, because darkening alone drifts towards grey and black.

Hue shifting moves the hue along the ramp as well. A typical ramp for a red cloak goes from a dark, slightly purple red in shadow, through the base red, to a warm orange-red in the light. Each step changes brightness, saturation and hue together.

Why artists do it

  • It matches how light behaves. Lit areas take on the colour of the light, which is often warm. Shadows are often filled by bluish sky light.
  • It keeps colour alive in shadow. A shadow that shifts hue still reads as coloured, not muddy.
  • It ties a palette together. If every ramp shifts the same way, all materials look lit by the same light, and the palette feels like one set.
  • It saves colours. Ramps that shift hue can share their darkest or lightest colours, so a small palette covers more materials.

Common mistakes

  • Shifting too far. A ramp that runs from purple to yellow no longer reads as one material.
  • Shifting the wrong way for the scene. Warm shadows and cold highlights look odd unless the lighting justifies it.
  • Keeping saturation flat. Mid tones are usually the most saturated; the darkest and lightest steps often drop a little.
  • Shifting each material differently. If the armour shadows go blue and the skin shadows go green, the sprite looks lit by two suns.

How to do it by hand

  1. Pick a base colour for the material.
  2. For each step darker, lower brightness, move the hue a few degrees towards your shadow colour (often blue or purple), and adjust saturation.
  3. For each step lighter, raise brightness and move the hue towards your light colour (often yellow).
  4. Look at the ramp as a strip. It should read as a smooth curve, not a jump.
  5. Use the same direction of shift for every material in the scene.

How Pixor does it

Pixor builds a hue-shifted ramp for each material from the model’s own colours, and you can set how far the hue shifts, from none to strong. If you would rather use fixed colours, a built-in palette, a Lospec .hex or GIMP .gpl file, or a palette taken from a picture can replace the automatic one. The ramp step is a node in the Style graph.

Questions

Which way should the hue shift?

A common choice is shadows towards blue or purple and lights towards yellow or orange. The light source decides; a green-lit cave or a red sunset shifts differently.

How much should I shift?

Usually a few degrees per step. Too much and a material stops looking like one colour.

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