Ok. So I have a game I am working on with a bunch of colored particles. Each of them gets their own color however they are all close to a specific shade.
To explain that better I am using the HSV color space, and I have a global variable that is cycling from 0-360 (H) and each of the specific particles add or subtract a random amount from that.
This looks very nice and all, however the particles are supposed to be pure light that is colored. Right now all they are are circles colored with the shade, but later on I might add glow effects and other shading techniques.
The problem is that not all shades (I dont mess with H or V) are equal as far as the brightness our eyes see, and this causes problems. For example when all of them are shades of blue things look pretty dark.
Obviously in the shader I have to convert these HSV colors to RGB colors and doing some math I quickly saw what was wrong... the colors didn't have equal luminance!
As I understand it luminance is roughly
(0.2126*color.r + 0.7152*color.g + 0.0722*color.b) which is why everything is off.
Is their a way to get it so I can still get all of the different chroma (colors on the wheels degrees) while maintaining a high luminance? Perhaps I should work with a different type of color then HSV, or perhaps their is a formula that finds a color at degree x on the color wheel with luminance of y?