Colour reference

Winter Sky

#ff006e

RGB
rgb(255 0 110)
HSL
334°, 100%, 50%
OKLCh
64.1% 0.257 8.1

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Winter Sky in every format

Web & CSSThe everyday formats for stylesheets and design tools.

Hex#ff006e
RGBrgb(255 0 110)
RGB legacyrgb(255, 0, 110)
RGB percentrgb(100% 0% 43.14%)
HSLhsl(334.1 100% 50%)
HSL legacyhsl(334.1, 100%, 50%)
HSV / HSBhsv(334.1, 100%, 100%)
HWBhwb(334.1 0% 0%)
Nearest namedeeppink (approx.)
CMYKcmyk(0%, 100%, 56.9%, 0%)Naive conversion. Real print work needs an ICC profile.

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

OKLChoklch(64.06% 0.25652 8.069)Modern CSS colour space for even palettes — better than HSL when building scales.
OKLaboklab(64.06% 0.25398 0.03601)
CIE LChlch(55.272% 84.574 11.035)
CIE Lablab(55.272% 83.01 16.188)
Display P3color(display-p3 0.9175 0.2003 0.4354)
Rec. 2020color(rec2020 0.7963 0.2348 0.3772)
srgb-linearcolor(srgb-linear 1 0 0.1559)Light-linear sRGB — the same numbers a shader wants for maths.
CIE XYZ (D65)color(xyz-d65 0.4405 0.2239 0.1675)

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

GLSL vec3 — sRGBvec3(1.0, 0.0, 0.431)Encoded values. Use when writing straight to the framebuffer.
GLSL vec3 — linearvec3(1.0, 0.0, 0.156)Light-linear values. Use for lighting, blending and mixing.
GLSL vec4 — sRGBvec4(1.0, 0.0, 0.431, 1.0)
GLSL vec4 — linearvec4(1.0, 0.0, 0.156, 1.0)
GLSL ivec3ivec3(255, 0, 110)
HLSL float3 — sRGBfloat3(1.0, 0.0, 0.431)
HLSL float3 — linearfloat3(1.0, 0.0, 0.156)
HLSL float4 — sRGBfloat4(1.0, 0.0, 0.431, 1.0)
HLSL half4 — sRGBhalf4(1.0, 0.0, 0.431, 1.0)
WGSL vec3f — sRGBvec3f(1.0, 0.0, 0.431)
WGSL vec4f — sRGBvec4f(1.0, 0.0, 0.431, 1.0)
WGSL vec3<f32> — linearvec3<f32>(1.0, 0.0, 0.156)

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

Unity Colornew Color(1.0f, 0.0f, 0.431f, 1.0f)Color for everyday scripting (0–1). Color32 when you need whole numbers from 0 to 255.
Unity Color32new Color32(255, 0, 110, 255)
Unreal FLinearColorFLinearColor(1.0f, 0.0f, 0.1559f, 1.0f)FLinearColor for materials and lighting. FColor when you need whole numbers from 0 to 255.
Unreal FColorFColor(255, 0, 110, 255)Whole numbers from 0 to 255 — use when an API asks for FColor, not FLinearColor.
Godot ColorColor(1, 0, 0.431, 1)
Flutter ColorColor(0xFFFF006E)Packed ARGB, so alpha comes first.
Android ColorColor.rgb(255, 0, 110)
SwiftUI ColorColor(red: 1, green: 0, blue: 0.431)
UIKit UIColorUIColor(red: 1, green: 0, blue: 0.431, alpha: 1)

Raw valuesPacked integers and plain arrays.

0x hex0xFF006E
0x hex (ARGB)0xFFFF006E
Array 0–1[1, 0, 0.431]
Array 0–255[255, 0, 110]
Decimal integer16711790

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
Winter Sky on white3.83:1AA LargeLc 63Headings and large text
Winter Sky on black5.48:1AALc 39Non-text elements only

Winter Sky text on a white background

Winter Sky text on a black background

White text on Winter Sky

Black text on Winter Sky

Tonal scale

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

  • 50#ffeff3
  • 100#ffe0e7
  • 200#ffc7d2
  • 300#ffa2b6
  • 400#ff6a92
  • 500#fe006d
  • 600#d70056
  • 700#af0044
  • 800#8d0035
  • 900#720028
  • 950#460015

Tints and shades

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

  • Tint 1#ff5485
  • Tint 2#ff7d9c
  • Tint 3#ffa0b4
  • Tint 4#ffc1cd
  • Tint 5#ffe0e6
  • Shade 1#c80055
  • Shade 2#94003d
  • Shade 3#630026
  • Shade 4#360011
  • Shade 5#0f0002

Colours that work with Winter Sky

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

  • #00a59b
  • #69a000
  • #008fff
  • #e52bc0
  • #fb3800

Closest CSS names

  • deeppinkΔEok 0.052
  • crimsonΔEok 0.092
  • redΔEok 0.095
  • orangeredΔEok 0.119
  • mediumvioletredΔEok 0.121
  • hotpinkΔEok 0.123