MC Toolkit

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The GUI recolour that survives every bevel: brightness, not flat fill

Painting a flat colour over Minecraft's inventory kills every shadow and highlight. The GUI Colorizer keeps them by driving the gradient from brightness instead.

Every hand-edited GUI pack fails the same way: someone opens the inventory texture, floods the grey background with a flat colour, and the result looks like a sticker. The slots lose their inset shadow, the hotbar selection loses its rim, and the XP bar turns into a solid stripe. The GUI Colorizer avoids that by recolouring through brightness rather than replacing pixels.

Why a flat fill destroys the GUI

Minecraft's interface textures are not flat colour plus outlines. Each slot, button and panel is a small greyscale image where the value of each pixel encodes depth: darker at the top-left edge, lighter along the bottom-right, with a mid-tone body. A 16x16 slot texture is 256 pixels, and most of them differ from their neighbours by only a few steps.

Replace all 256 with one RGB value and you have thrown away the only channel carrying the bevel. What you want is to keep the luminance relationships and swap the hue underneath them.

Brightness as the gradient driver

The tool reads each pixel's brightness, maps that brightness onto a gradient you choose, and writes the result back. A dark pixel at the top of a slot stays dark — it just becomes dark blue instead of dark grey. A highlight stays a highlight.

That is why a two-stop gradient is usually enough:

Brightness bandWhat it is in the source textureWhat it becomes
LowBevel shadow, slot insetDarkest stop
MidPanel body, button faceMidpoint of the ramp
HighHighlight, hover rimLightest stop

Pick stops that are close in luminance and the GUI reads as a recolour. Pick stops that are far apart and you reintroduce the flat-sticker problem from the other direction.

What you can and cannot recolour this way

Covered by the tool: the inventory screen, chest and furnace containers, the hotbar, and the XP bar. These are the surfaces players stare at constantly, which is exactly why a bad recolour is so visible.

Not covered, and worth knowing before you promise anything: world textures. A redstone resource pack, an armour texture pack or an elytra texture pack is a different job — those are block and entity atlases with their own layout rules, and no brightness ramp will fix a misaligned armour trim.

Java and Bedrock diverge here

Both editions ship GUI textures inside a resource pack, but the pack layout is not interchangeable. A Java pack uses assets/minecraft/textures/gui/ with a pack.mcmeta declaring a pack format number; Bedrock uses a different folder root and its own manifest JSON. A pack built for one will not load in the other, so decide the target edition before you start tuning the gradient.

Practical order of operations

  1. Choose the gradient, not the final colour. Two stops, similar luminance.
  2. Apply, download the pack, drop it in the resource packs folder.
  3. Check the inventory, a chest, a furnace and the hotbar in one session — a ramp that looks right on the inventory can wash out the furnace's fuel arrow.
  4. Only then widen the luminance spread if the result reads too grey.

Build the gradient once and let brightness do the shading in the GUI Colorizer.

GUI Colorizer →

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