Prismatic
PRISM
PRISM is a light-mode-first design system built on a prism-glass material model: light splits into spectra at edges, shadows carry color rather than gray, and the near-white field does the work.
One anchor hue (--h, OKLCH degrees) derives every brand color. Rotate it and
the palette re-derives. Night is a redshift, --hr = redshift(--h), not a dimmer.
The light is solved with radiance cascades in WebGL2, and
as of v0.9 it is passive: it rests where a light rig puts it and moves only for a
story beat or an action. Density chooses a material (glass, frosted, pigment, and
eleven more: prism, filter, mirror, lens, fog…), and every action is a documented
light event. The same decision tables drive the engine and a rules file for agents
(/prism/PRISM.md), and everything stays inside WCAG AA.
Explore it at /design/prismatic, and compare the variants in
the light lab.