Given an RGB value, how do I create a tint (or shade)?
Some definitions
- A shade is produced by "darkening" a hue or "adding black"
- A tint is produced by "ligthening" a hue or "adding white"
Creating a tint or a shade
Depending on your Color Model, there are different methods to create a darker (shaded) or lighter (tinted) color:
RGB
:To shade:
newR = currentR * (1 - shade_factor) newG = currentG * (1 - shade_factor) newB = currentB * (1 - shade_factor)
To tint:
newR = currentR + (255 - currentR) * tint_factor newG = currentG + (255 - currentG) * tint_factor newB = currentB + (255 - currentB) * tint_factor
More generally, the color resulting in layering a color
RGB(currentR,currentG,currentB)
with a colorRGBA(aR,aG,aB,alpha)
is:newR = currentR + (aR - currentR) * alpha newG = currentG + (aG - currentG) * alpha newB = currentB + (aB - currentB) * alpha
where
(aR,aG,aB) = black = (0,0,0)
for shading, and(aR,aG,aB) = white = (255,255,255)
for tintingHSV
orHSB
:- To shade: lower the
Value
/Brightness
or increase theSaturation
- To tint: lower the
Saturation
or increase theValue
/Brightness
- To shade: lower the
HSL
:- To shade: lower the
Lightness
- To tint: increase the
Lightness
- To shade: lower the
There exists formulas to convert from one color model to another. As per your initial question, if you are in RGB
and want to use the HSV
model to shade for example, you can just convert to HSV
, do the shading and convert back to RGB
. Formula to convert are not trivial but can be found on the internet. Depending on your language, it might also be available as a core function :
- RGB to HSV color in javascript?
- Convert RGB value to HSV
Comparing the models
RGB
has the advantage of being really simple to implement, but:- you can only shade or tint your color relatively
- you have no idea if your color is already tinted or shaded
HSV
orHSB
is kind of complex because you need to play with two parameters to get what you want (Saturation
&Value
/Brightness
)HSL
is the best from my point of view:- supported by CSS3 (for webapp)
- simple and accurate:
50%
means an unaltered Hue>50%
means the Hue is lighter (tint)<50%
means the Hue is darker (shade)
- given a color you can determine if it is already tinted or shaded
- you can tint or shade a color relatively or absolutely (by just replacing the
Lightness
part)
- If you want to learn more about this subject: Wiki: Colors Model
- For more information on what those models are: Wikipedia: HSL and HSV
Among several options for shading and tinting:
For shades, multiply each component by 1/4, 1/2, 3/4, etc., of its previous value. The smaller the factor, the darker the shade.
For tints, calculate (255 - previous value), multiply that by 1/4, 1/2, 3/4, etc. (the greater the factor, the lighter the tint), and add that to the previous value (assuming each.component is a 8-bit integer).
Note that color manipulations (such as tints and other shading) should be done in linear RGB. However, RGB colors specified in documents or encoded in images and video are not likely to be in linear RGB, in which case a so-called inverse transfer function needs to be applied to each of the RGB color's components. This function varies with the RGB color space. For example, in the sRGB color space (which can be assumed if the RGB color space is unknown), this function is roughly equivalent to raising each sRGB color component (ranging from 0 through 1) to a power of 2.2. (Note that "linear RGB" is not an RGB color space.)
See also Violet Giraffe's comment about "gamma correction".
I'm currently experimenting with canvas and pixels... I'm finding this logic works out for me better.
- Use this to calculate the grey-ness ( luma ? )
- but with both the existing value and the new 'tint' value
- calculate the difference ( I found I did not need to multiply )
add to offset the 'tint' value
var grey = (r + g + b) / 3; var grey2 = (new_r + new_g + new_b) / 3; var dr = grey - grey2 * 1; var dg = grey - grey2 * 1 var db = grey - grey2 * 1; tint_r = new_r + dr; tint_g = new_g + dg; tint_b = new_b _ db;
or something like that...