Color Mixer

Blend two colours at any ratio and get the mixed hex and RGB instantly. A digital RGB blend with a slider — not pretend paint mixing — running entirely in your browser.

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Quick Answer

Choose two colours and a mix ratio, and the tool blends them channel by channel to give a single mixed colour, shown as a swatch with its hex and RGB. The slider sets how much of the second colour goes in — 0 percent is all the first colour, 100 percent all the second, 50 percent the midpoint. The blend is linear interpolation in RGB, the way screens combine colour — which is why it does not match mixing physical paint. It runs in your browser.

What the Color Mixer Does

Pick a first colour and a second colour, drag the slider to set the proportion, and the tool returns the colour that sits that far between them. At 50 percent you get the exact midpoint; slide toward either end to favour that colour.

It is the quick way to find an in-between colour — a midpoint between two brand shades, a step on the way from one colour to another, or simply to see what two colours make when combined on screen.

How It Works

Each colour is broken into its red, green and blue channels (0 to 255). The tool then takes a weighted average of the two colours channel by channel: at a mix of t, the result is the first colour times one-minus-t plus the second colour times t, for red, green and blue separately. The three results are rounded and reassembled into a hex code.

This is additive, screen-style mixing — the same logic a display uses to combine light. It is not how paint behaves. Mixing blue and yellow light (or their RGB values) heads toward a neutral grey, whereas mixing blue and yellow paint makes green, because pigments work by subtracting light. So the mixed colour here is the correct digital blend, which can differ from what you would expect from a paint set.

Data source & conversion logic

  1. Split both colours into RGB. Read the red, green and blue channels of each colour as numbers from 0 to 255.
  2. Read the mix ratio. Take the slider value as t, from 0 (all the first colour) to 1 (all the second).
  3. Blend each channel. For red, green and blue, compute first-colour times one-minus-t plus second-colour times t.
  4. Round and rebuild. Round the three mixed channels and combine them back into a hex code and RGB triple.

Channel blend (linear interpolation)

for each of R, G, B: mixed = round( colour1 × (1 − t) + colour2 × t ) where t = mix ratio, from 0 (all colour 1) to 1 (all colour 2)
Worked examples
red #FF0000 + blue #0000FF at 50% → #800080 (purple)
blue #2563EB + amber #F59E0B at 50% → #8D817B (a muddy grey-brown)

The second example shows the catch: two vivid colours can average to a dull midpoint, because a straight RGB average passes through low-saturation territory.

Standards & references

  • Additive colour (RGB) — Screens combine red, green and blue light; adding more light moves toward white. This tool's blend follows the same additive, screen-space logic.
  • Subtractive colour (paint and ink) — Pigments work by absorbing light, so mixing them moves toward darker, muddier results — and blue plus yellow makes green. A digital RGB blend does not reproduce this.
  • sRGB — The standard colour space for screens and the web. Because sRGB values are gamma-encoded, a straight numeric average is not perceptually exact, which is why some midpoints look duller than expected.

Accuracy & Limitations

The blend is an exact linear interpolation of the RGB channels, so it is repeatable and predictable. What it is not is a model of physical paint: combine two colours here and you get the additive, screen result, which can differ from a pigment mix of the same two colours.

Mixing is done on gamma-encoded sRGB values, not in linear light. This is the common, fast approach, but it means the midpoint of two saturated colours can look muddier or darker than a perceptual blend would. A colour-managed blend in linear or OKLCH space would look smoother.

Two vivid but opposite colours often average to a dull, near-grey midpoint — the straight line between them on the colour cube passes through low saturation. That is mathematically correct for an RGB average, even if it is not what a painter would mix.

The result is rounded to whole RGB values, so very fine slider movements can land on the same colour. The tool blends exactly two colours at a time; building a gradient of many stops needs a gradient tool instead.

Real-World Use Cases

Finding a midpoint colour

Get the colour halfway between two brand shades.

Blending toward a target

Slide from one colour toward another to pick an in-between step.

Softening a colour

Mix a vivid colour with grey or white to tone it down.

Exploring combinations

See what two colours make when combined on screen.

When to use it — and when not to

Good for

  • Finding an in-between colour on screen
  • Picking a midpoint between two shades
  • Toning a colour by mixing with grey or white
  • Quick what-do-these-make experiments

Not the best choice for

  • Predicting how physical paint will mix
  • A perceptually-smooth blend or gradient
  • A multi-stop gradient between colours
  • Colour-managed or print-accurate mixing

For a smooth multi-colour blend, use a gradient generator. For paint or pigment results, a subtractive mixing model is needed (this tool is additive). For perceptually-even steps between two colours, blend in OKLCH rather than sRGB.

Frequently Asked Questions

How does the colour mixer combine two colours?
It takes a weighted average of the red, green and blue channels at your chosen ratio — first colour times one-minus-t plus second colour times t — then rebuilds the result as a hex code. The slider sets t.
Why does mixing blue and yellow not make green?
This is additive, screen-style mixing, where blue and yellow average toward a neutral grey. Green comes from subtractive mixing — physical paint, which absorbs light. The tool models screens, not pigment, so it gives the digital result.
What does the slider do?
It sets the proportion of the second colour. At 0 percent you get only the first colour, at 100 percent only the second, and at 50 percent the exact midpoint between them.
Why does the midpoint of two bright colours look dull?
A straight RGB average between two vivid, opposite colours passes through low-saturation territory, so the midpoint can look greyish. That is correct for a linear RGB blend, even though it is not how paint behaves.
Is this additive or subtractive mixing?
Additive — the way light and screens combine colour. Subtractive mixing (paint, ink) follows different rules and would give different results, especially the classic blue-plus-yellow-makes-green case.
Can I mix more than two colours?
Not at once. The tool blends exactly two colours. To combine several, mix two, then mix that result with a third, or use a gradient tool for a multi-colour blend.
How do I get a 50/50 mix?
Set the slider to 50 percent. Each channel becomes the simple average of the two colours' channels.
Why is my mix slightly off from a perceptual blend?
Mixing happens on gamma-encoded sRGB values rather than in linear light, so the numeric midpoint is not the perceptual midpoint. A blend in linear or OKLCH space looks smoother; the trade-off here is speed and simplicity.
Can I use this to make a gradient?
It gives single blended colours at chosen ratios, which you could sample to build a gradient by hand. For an actual gradient with smooth stops, a gradient generator is the right tool.
Does mixing a colour with white or grey work?
Yes — and it is a handy way to tint or tone a colour. Mixing with white lightens it (a tint), mixing with grey mutes it (a tone). Pick white or grey as the second colour and adjust the slider.
Are the colours uploaded anywhere?
No. The blend is computed in your browser; nothing about your colours is sent anywhere.
Why does the result snap between colours as I drag slowly?
The mixed channels are rounded to whole numbers (0 to 255), so very small slider movements can produce the same rounded colour until the next whole-number step is reached.

References

Mixes by linear interpolation of the RGB channels at your chosen ratio; honest that this is an additive screen-space blend, so it does not behave like mixing physical paint.

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It is free, private and runs entirely in your browser — no sign-up, no uploads, no limits.