Tile by tile lighting light wont change from white?

Hello i made my lighting system not long ago and i have a problem with changing the colour of the light it is always staying white and it doesn’t matter what color i give it?

Can somebody help/advice?

Colour Mixing

private static Color color = new Color(1,1,1,1);
	
	public static Color mixColours(Color color1,Color color2,float amount){
		color.set((color1.r * color2.r) * amount, (color1.g * color2.g) * amount, (color1.b * color2.b) * amount, (color1.a * color2.a)*amount);
		return color;
	}
    public static Vector2 unprojectCoordinates(OrthographicCamera camera,float x, float y) {
    Vector3 rawtouch = new Vector3(x, y,0);
    camera.unproject(rawtouch);
    return new Vector2(rawtouch.x, rawtouch.y);
    }

Light Engine

public static final int MAX_LIGHTS = 20;
	private static final float MAX_DISTANCE = 5f;
	public static boolean ENABLED = true;

	private Array<MasterTile> lights;
	private SpriteBatch spriteBatch;
	private Texture pixelTexture;
	private OrthographicCamera camera;

	private Color sunlight;

	public LightEngine(OrthographicCamera camera, SpriteBatch spriteBatch) {
		Pixmap tilePixel = new Pixmap(1, 1, Format.RGBA8888);
		tilePixel.setColor(new Color(1,1,1,1));
		tilePixel.fill();
		pixelTexture = new Texture(tilePixel);

		sunlight = new Color(1,1,1,1);
		this.camera = camera;
		this.spriteBatch = spriteBatch;
	}

	public static void setEnabled(boolean e) {
		ENABLED = e;
	}

	public void setSunBrightness(float b) {
		sunlight.a = b;
	}
	public float getSunBrightness() {
		return sunlight.a;
	}
	public void addSunBrightness(float a) {
		sunlight.a += a;
	}
	

	public void setLights(Array<MasterTile> lights) {
		this.lights = lights;
	}

	public Array<MasterTile> getLights() {
		return lights;
	}

	public void render(float delta) {

		if (ENABLED) {
			int camX = (int) (camera.position.x + (MasterTile.TILE_WIDTH / 2) - camera.viewportWidth / 2) / MasterTile.TILE_WIDTH;
			int camY = (int) (camera.position.y + (MasterTile.TILE_HEIGHT / 2) - camera.viewportHeight / 2) / MasterTile.TILE_HEIGHT;
			int camZoomFixX = (int) (((camera.zoom - 1) * 100) / (MasterTile.TILE_WIDTH / 10));
			int camZoomFixY = (int) (((camera.zoom - 1) * 100) / (MasterTile.TILE_WIDTH / 10));
			int offset = 1;

			if (camZoomFixX < 0)
				camZoomFixX = 0;
			if (camZoomFixY < 0)
				camZoomFixY = 0;

			int startX = camX - (camZoomFixX + offset);
			int toX = (camX + TileRenderer.AMOUNT_WIDTH) + (camZoomFixX + offset);
			int startY = camY - (camZoomFixY + offset);
			int toY = (camY + TileRenderer.AMOUNT_HEIGHT) + (camZoomFixY + offset);

			// Lights
			{

				for (int x = startX; x < toX; x++) {
					for (int y = startY; y < toY; y++) {
						if (x < 0 || x > TileRenderer.map.getWidth() - 1 || y < 0 || y > TileRenderer.map.getHeight() - 1)
							continue;

						float tileBrightness = sunlight.a;

						for (int i = 0; i < lights.size; i++) {

							MasterTile tile = lights.get(i);
							if (tile == null)
								continue;
							float distance = Vector2.dst(tile.getX() / MasterTile.TILE_WIDTH, tile.getY() / MasterTile.TILE_HEIGHT, x, y);
							tileBrightness -= Math.max(0, 1 - distance / MAX_DISTANCE);
							

						}
						
						Color tileColor = Color.WHITE;
						tileColor = Utils.mixColours(tileColor, Color.WHITE, tileBrightness);
						tileColor = Utils.mixColours(tileColor, Color.BLACK, sunlight.a);
		                	                
						spriteBatch.setColor(tileColor);
						spriteBatch.draw(pixelTexture, x * MasterTile.TILE_WIDTH, y * MasterTile.TILE_HEIGHT, MasterTile.TILE_WIDTH, MasterTile.TILE_HEIGHT);
						spriteBatch.setColor(Color.WHITE);

					}
				}
			}
		}
	}