Skip to main content

Prismatic

June 2026 Completed

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.

Technologies Used

Design SystemsOKLCHCSSWebGL2Radiance CascadesDesign TokensAstroAccessibility