Guides
The colour problems that actually cost people time, explained properly. Mostly about the gap between the numbers a tool gives you and the colour you end up seeing.
sRGB vs linear colour in shaders
What display (sRGB) and linear colour numbers mean, which to use in shaders and lighting, and how Unity, Unreal and the web treat the same hue.
OKLCh explained, and why HSL keeps letting you down
How OKLCh works, why its lightness matches what you see when HSL lightness does not, and how to use it to build tonal scales that actually look even.
Choosing accessible text colours
How WCAG 2 contrast ratios work, where they go wrong, what APCA does differently, and a practical method for picking text colours that pass and look right.
Hex colour codes explained
What the six digits in a hex colour actually mean, how the shorthand and alpha forms work, and how to read or write one by hand.
Unity Color vs Color32
When to use Color or Color32 in Unity, what the 0–1 and 0–255 numbers mean, and when color.linear matters in a Linear colour-space project.
Unreal FLinearColor vs FColor
Why FLinearColor and FColor use different numbers for the same hue, when to use each type, and how to avoid greys that look too bright in Unreal.