Colour reference

Zinc 50

#fafafa

RGB
rgb(250 250 250)
HSL
0°, 0%, 98%
OKLCh
98.5% 0.000 0.0

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Zinc 50 in every format

Web & CSSThe everyday formats for stylesheets and design tools.

Hex#fafafa
RGBrgb(250 250 250)
RGB legacyrgb(250, 250, 250)
RGB percentrgb(98.04% 98.04% 98.04%)
HSLhsl(180 0% 98%)
HSL legacyhsl(180, 0%, 98%)
HSV / HSBhsv(180, 0%, 98%)
HWBhwb(180 98% 2%)
Nearest namesnow
CMYKcmyk(0%, 0%, 0%, 2%)Naive conversion. Real print work needs an ICC profile.

Perceptual & wide gamutModern CSS colour spaces for uniform scales and P3 displays.

OKLChoklch(98.51% 0 0)Modern CSS colour space for even palettes — better than HSL when building scales.
OKLaboklab(98.51% 0 0)
CIE LChlch(98.272% 0 139.088)
CIE Lablab(98.272% 0 0)
Display P3color(display-p3 0.9804 0.9804 0.9804)
Rec. 2020color(rec2020 0.978 0.978 0.978)
srgb-linearcolor(srgb-linear 0.956 0.956 0.956)Light-linear sRGB — the same numbers a shader wants for maths.
CIE XYZ (D65)color(xyz-d65 0.9086 0.956 1.0411)

ShadersGLSL, HLSL and WGSL vectors in both encoded and linear form.

GLSL vec3 — sRGBvec3(0.98)Encoded values. Use when writing straight to the framebuffer.
GLSL vec3 — linearvec3(0.956)Light-linear values. Use for lighting, blending and mixing.
GLSL vec4 — sRGBvec4(0.98, 0.98, 0.98, 1.0)
GLSL vec4 — linearvec4(0.956, 0.956, 0.956, 1.0)
GLSL ivec3ivec3(250, 250, 250)
HLSL float3 — sRGBfloat3(0.98)
HLSL float3 — linearfloat3(0.956)
HLSL float4 — sRGBfloat4(0.98, 0.98, 0.98, 1.0)
HLSL half4 — sRGBhalf4(0.98, 0.98, 0.98, 1.0)
WGSL vec3f — sRGBvec3f(0.98)
WGSL vec4f — sRGBvec4f(0.98, 0.98, 0.98, 1.0)
WGSL vec3<f32> — linearvec3<f32>(0.956, 0.956, 0.956)

Engines & appsConstructors for Unity, Unreal, Godot, Flutter, SwiftUI and Android.

Unity Colornew Color(0.98f, 0.98f, 0.98f, 1.0f)Color for everyday scripting (0–1). Color32 when you need whole numbers from 0 to 255.
Unity Color32new Color32(250, 250, 250, 255)
Unreal FLinearColorFLinearColor(0.956f, 0.956f, 0.956f, 1.0f)FLinearColor for materials and lighting. FColor when you need whole numbers from 0 to 255.
Unreal FColorFColor(250, 250, 250, 255)Whole numbers from 0 to 255 — use when an API asks for FColor, not FLinearColor.
Godot ColorColor(0.98, 0.98, 0.98, 1)
Flutter ColorColor(0xFFFAFAFA)Packed ARGB, so alpha comes first.
Android ColorColor.rgb(250, 250, 250)
SwiftUI ColorColor(red: 0.98, green: 0.98, blue: 0.98)
UIKit UIColorUIColor(red: 0.98, green: 0.98, blue: 0.98, alpha: 1)

Raw valuesPacked integers and plain arrays.

0x hex0xFAFAFA
0x hex (ARGB)0xFFFAFAFA
Array 0–1[0.98, 0.98, 0.98]
Array 0–255[250, 250, 250]
Decimal integer16448250

Contrast and accessibility

WCAG 2 ratios are what audits and legislation reference. APCA is shown alongside because WCAG 2 is known to misjudge mid-tone backgrounds, and it is the basis of the WCAG 3 draft.

PairingWCAG 2 ratioLevelAPCASuitable for
Zinc 50 on white1.04:1FailLc 0Not usable for text
Zinc 50 on black20.12:1AAALc 105Body text at any size

Zinc 50 text on a white background

Zinc 50 text on a black background

White text on Zinc 50

Black text on Zinc 50

Tonal scale

Hue held fixed while lightness walks OKLCh, ready to use as a design system ramp.

  • 50#f7f7f7
  • 100#ededed
  • 200#dcdcdc
  • 300#c5c5c5
  • 400#a9a9a9
  • 500#8b8b8b
  • 600#717171
  • 700#5b5b5b
  • 800#484848
  • 900#383838
  • 950#1f1f1f

Tints and shades

Mixed perceptually toward white and black, so the steps feel evenly spaced.

  • Tint 1#fbfbfb
  • Tint 2#fcfcfc
  • Tint 3#fcfcfc
  • Tint 4#fdfdfd
  • Tint 5#fefefe
  • Shade 1#c4c4c4
  • Shade 2#919191
  • Shade 3#616161
  • Shade 4#353535
  • Shade 5#0e0e0e

Colours that work with Zinc 50

Complementary, triadic and analogous partners, rotated in OKLCh so they keep the same apparent brightness.

  • #fafafa
  • #fafafa
  • #fafafa
  • #fafafa
  • #fafafa

Closest CSS names

  • snowΔEok 0.007
  • ghostwhiteΔEok 0.010
  • mintcreamΔEok 0.014
  • floralwhiteΔEok 0.014
  • whiteΔEok 0.015
  • whitesmokeΔEok 0.015