* Are those supposed to all be synonyms? In that case, I guess Hue Shifting is being covered separately, perhaps in the Hue entry?
There will also be an extra entry for Ramps where I will give examples how the same color can be re-used in different Gradients and possibly arrange the Ramps on a 2D grid with intersections. To be honest, I don't see much of a conceptual/technical difference between saying "the color shifts" or "the hue shifts". Hue shifts for creating cheap effects are overused imo and in most cases don't make any sense at all
Eh, making the shadow a complementary color to the highlight adds contrast and shadow/light separation (it can add contrast while preserving lightness, which is a valuable tool)
This is a classical technique used a lot in historic paintings, not only pixel art.
Certain combos appear more natural than others (yellow light+blue shadow is pretty much natural sunlight, as long as you don't overdo it), but IMO unnaturalness occurs mostly when you make different arbitrary hue adjustments on different ramps, rather than having a general trend of shadows become X-er, lights become Y-er across most ramps. I guess that idea of unifying would fit naturally into an entry on Ramps.
My impression is that here you are covering the concept of interpolating a discrete function, and provide hue as one demo. This does not, IMO, imply the 'hue contrast for additional readability/pop' theory that is behind hue shifting.
Hence the wording "Primary" and "can be" as opposed to something like "Eligible properties for change are...". I pay attention to phrasing my stuff carefully and packing as much information as possible into each and every word.
Okay, my mistake. I agree that R` G` B` and H S V are commonly recognized metrics, regardless of any other opinion I may have of them.
Can also just make gradients by feeling and picking arbitrary colors instead of calculating the changes and having them follow any continuous mathematical function.
Well, yes. For shorter ramps (say <=5), that's quite sensible. For longer ramps, calculating a ramp (which is easy and involves no math, with a decent palette editor) and then adjusting it by hand may produce more consistent results with much less effort.
* The term 'lightness' is associated with HSL channel L, which may be confusing in this context. I believe you used the term 'brightness' (which has no association with any particular colorspace AFAIK) in an earlier entry.
It is used here in the sense of 'value as lightness' as described in the entry for Brightness/Lightness/Value. It appears to be the same sense as the L in HSL. Mixing pure color with white increases the Lightness (creates Tints), mixing with black descreases Lightness (creates Shades).
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This is probably just me being pedantic then.... HSL L (or HSV V) is kind of like Lightness. except that Lightness goes up and down as H and S values change, with same L value. So, only if you don't look at it too hard? I think they are intended to do the same thing but in practice do significantly different things.