Folks think that matching lightness or black values in HSL/HSB will create matching luminance. Folks are wrong. Relying on lightness/black for a color system will lead to strong differences in each hue’s ramp. However, matching the actual luminance of colors of colors gets a more uniform appearance.
For example, let’s take this color ramp using matching HSL lightness:
Now compare that to a ramp using matching luminance:
Each stop in the second ramp seems more congruent across hues than the first. And that’s because each color is sharing a calculated luminance.
Instructions
This script is intended to run within Figma through its plugin API. The fastest way to run this script is by copy-pasting within Scripter.
This script expects you to select different layers—each possessing a fill. When run, the script will calculate the average luminance of all fills and shift each layer’s fill color to match the average luminance.
const RED = 0.2126;
const GREEN = 0.7152;
const BLUE = 0.0722;
const GAMMA = 2.4;
const FILL_SEED = [{
type: "SOLID",
visible: true,
opacity: 1,
blendMode: "NORMAL",
color: {
r: 1,
g: 1,
b: 1
},
boundVariables: {}
}]
function luminance(rgb) {
var a = rgb.map((v) => {
return v <= 0.03928
? v / 12.92
: Math.pow((v + 0.055) / 1.055, GAMMA);
});
return a[0] * RED + a[1] * GREEN + a[2] * BLUE;
}
function setLuminance(rgb, lum) {
let hsl = rgbToHsl(rgb);
let origLum = luminance(rgb)
let l2 = origLum;
let inc = 0.0001;
if(lum > l2) {
inc = -inc;
}
while ( Math.round( luminance(hslToRgb([hsl[0], hsl[1], l2])) * 100 )/100 !== Math.round( lum * 100)/100 ) {
l2 += (lum - luminance(hslToRgb([hsl[0], hsl[1], l2])))/2;
}
return hslToRgb([hsl[0], hsl[1], l2]);
}
function rgbToHsl(rgb) {
let r = rgb[0];
let g = rgb[1];
let b = rgb[2];
var max = Math.max(r, g, b), min = Math.min(r, g, b);
var h, s, l = (max + min) / 2;
if(max == min){
h = s = 0; // achromatic
} else{
var d = max - min;
s = l > 0.5 ? d / (2 - max - min) : d / (max + min);
switch(max){
case r: h = (g - b) / d + (g < b ? 6 : 0); break;
case g: h = (b - r) / d + 2; break;
case b: h = (r - g) / d + 4; break;
}
h /= 6;
}
return [h, s, l];
}
function hslToRgb(hsl){
let h = hsl[0]
let s = hsl[1]
let l = hsl[2]
var r, g, b;
if(s == 0){
r = g = b = l;
} else{
var hue2rgb = function hue2rgb(p, q, t){
if(t < 0) t += 1;
if(t > 1) t -= 1;
if(t < 1/6) return p + (q - p) * 6 * t;
if(t < 1/2) return q;
if(t < 2/3) return p + (q - p) * (2/3 - t) * 6;
return p;
}
var q = l < 0.5 ? l * (1 + s) : l + s - l * s;
var p = 2 * l - q;
r = hue2rgb(p, q, h + 1/3);
g = hue2rgb(p, q, h);
b = hue2rgb(p, q, h - 1/3);
}
return [r,g,b];
}
var colors = figma.currentPage.selection;
var lum;
var colorsRgb = []
var avgLum = 0;
for(var i = 0; i < colors.length; i++) {
var rect = colors[i] as SceneNode
var fill = rect.fills[0]
var rgb = [fill.color.r, fill.color.g, fill.color.b]
colorsRgb.push(rgb)
lum = luminance(colorsRgb[i]);
avgLum+=lum;
}
avgLum /= colors.length;
for(i = 0; i < colors.length; i++) {
rect = colors[i] as SceneNode
var fill = rect.fills[0]
var rgb = [fill.color.r, fill.color.g, fill.color.b]
var newRgb = setLuminance(rgb, avgLum);
var newFill = FILL_SEED;
newFill[0].color.r = newRgb[0]
newFill[0].color.g = newRgb[1]
newFill[0].color.b = newRgb[2]
rect.fills = newFill;
}