> For the complete documentation index, see [llms.txt](https://postica.gitbook.io/coloref/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://postica.gitbook.io/coloref/readme.md).

# ColoRef

Keep shared colours and values in one palette. Change a value once and every field linked to it follows.

ColoRef keeps the colours and values your project shares in one place, a **palette**, and links project fields to them. Change `Brand Orange` in the palette and every light, material, UI image and particle system linked to it updates, in the editor and in your build.

<figure><img src="https://2023792421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FtbwVLbWv2vgHJriX04zj%2Fuploads%2Fgit-blob-ba10f5ca05f09b66f5d28a947da603f9100cf8bb%2Fproject-hub.png?alt=media" alt="One palette entry linked to several fields"><figcaption></figcaption></figure>

It works on any field, including the ones on Unity's own components. You don't add scripts to your objects or change your components. Hover a field, click the small palette button that appears, and pick an entry.

## What a palette can hold

Colours (HDR included), floats, ints, doubles, bools, strings, gradients, animation curves, textures, materials, sprites, fonts, text alignments and font styles.

Textures can follow the palette region by region too. Split one by colour into parts such as skin, hair and trim, and link each part to a palette colour. See [Texture Regions](/coloref/using-coloref/texture-regions.md).

## Themes for free

A palette can hold several sets of values for the same entries, called **variations**: `Day` and `Night`, `Light` and `Dark`, `Team Red` and `Team Blue`. Switch the variation and everything linked switches with it. One line of code does it, or a component if you want a smooth fade.

## Going further

* [Palettizing a Scene](/coloref/using-coloref/palettize.md) turns the colours a scene already uses into entries, every field linked, in one step.
* [Timeline](/coloref/using-coloref/timeline.md) switches and blends variations in cutscenes.
* [Shader Globals](/coloref/using-coloref/shader-globals.md) publish entries to every shader at once.
* [Player Settings](/coloref/using-coloref/player-settings.md) let players pick a theme, a HUD colour or a text size, saved between sessions.

## Where to start

<table data-view="cards"><thead><tr><th align="center"></th><th data-hidden></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td align="center"><strong>Quick Start</strong></td><td>Your first link in five minutes.</td><td><a href="/coloref/getting-started/quick-start.md">Quick Start</a></td></tr><tr><td align="center"><strong>Setting Up at Runtime</strong></td><td>The one thing your build needs.</td><td><a href="/coloref/scripting/runtime-setup.md">Setting Up at Runtime</a></td></tr><tr><td align="center"><strong>API Cheat Sheet</strong></td><td>Every call you are likely to use.</td><td><a href="/coloref/scripting/cheat-sheet.md">API Cheat Sheet</a></td></tr></tbody></table>
