It doesn’t look like anything I’d associate with interpolation in RGB but if you want to experiment with other color spaces you could bake all the transforms down to 3D LUTs which ought to be cheaper than some transforms.
Here’s RGB to LAB https://i.imgur.com/iyAmyql.png and here’s LAB to RGB https://i.imgur.com/M7FlfVT.png
Blues come out a little different with these though so these files themselves aren’t worth much more than a proof of concept. Really it’d need some kind of non-linear look up since conversion from sRGB to something like JaCbC with the ciecam02 Photoshop plugin results in most of the values concentrated in the center, and this gets lost in a 32 or 16 pixel 3D LUT.
Reckon it’s a matter of making a curve what evens out the distribution of values, applying that to a giant 3D LUT like this after it’s been put through the color space conversion, and then baking that down to a size better suited to video games, especially with rAA running, and implement that curve into the look up coordinates so it all cancels out, offering higher detail in the midtones area without boosting the 3D LUT size to an absurd level needed for the tight midrange distribution of the sRGB -> JaCbC conversion.
Edit: I could just bake all that mess into the second conversion back from it, though with this method it’s no longer the JaCbC color space; It’s JaCbC with compressed chroma coordinates. It converts in and out well enough though, it’s just no longer the same usefulness as JaCbC. Here’s the LUTs in an Imgur album though for funsies.