Hi,
I have been trying to understand this desaturation shader by Jessy, but I don’t understand the fallback pass (The one using fixed pipeline).
This is the shader:
http://forum.unity3d.com/threads/82105-Desaturation-grayscale-shader-for-iOS
This is the pass I do not understand:
SubShader {Pass {
Color (.389, .1465, .4645., .5)
SetTexture[_MainTex] {Combine one - texture * primary alpha}
SetTexture[_] {Combine previous Dot3 primary}
}}
First of all, I assume this is based on one of the well known luminance formulas. It seems the primary color set here is the invert of the luminance values ussually used. But why does he use the invert color to compute later the dot3 over the primary? Have been looking for information on google with no luck. Could anybody help?
Thanks in advance.