I expected that the 50% grays in textures will become invisible. However
as it turns out (63,63,63) is the gray which (almost) disappears. First I
thought that it’s a texture gamma problem (0.5^2.0) but I did a few tests
and now I’m not sure what’s going on.
I tried the following things without seeing any change:
Textures in PSD, PNG and TGA formats.
Exporting to PNG with and without “Convert to sRGB”.
Unity’s “Correct Gamma” flag on and off.
I’d really like to have (128,128,128) as the invisible color, so I’d
appreciate any help.
What’s the rest of your shader? You probably have a doubling calculation elsewhere. Comment out the blend line, and work on making that 50% when expected.
No idea but the correct terminology (for fixed function under dx or opengl) is modulate 2x, where if a pixel is 128 there is no colour change and if lower it will darken, and brighter it will lighten. I guess for shaders they call it something else?
I didn’t know there was a term for it. I just know the blend mode; seems most useful for matching what “Double” does, with lighting, when you run out of texture stages on old cards.