Light Blend Styles
Blend Styles determine the way a particular Light interacts with Sprites in the Scene. All Lights in the Scene must pick from one of the available Blend Styles. The LWRP 2D Asset can currently contain a total of four different Light Blend Styles, starting with the 'Default' Blend Style being available.
|Name||The name that appears when choosing a Blend Style for a Light2D.|
|Mask Texture Channel||Which mask channel to use when applying this Blend Style to a Sprite.|
|Render Texture Scale||Scale for the internal render texture created for this Blend Style.|
|Blend Mode||What blending mode the Light2D uses when this Blend Style is selected.|
Blend Modes controls the way a Sprite is lit by light. The following examples show the four predefined Blend Modes:
Custom Blend Modes
All of the Blend Modes available can be expressed with Custom Blend Factors. The factors for the existing Blend Modes are as follows:
- Modulate = 1
- Additive = 0
- Modulate = 0
- Additive = 1
- Modulate = 0
- Additive = -1
Mask Texture Channel
Masks control where Lights can affect a Sprite. There are 4 channels to select from as the mask channel - Red, Blue, Green, and Alpha. In a mask max value means full light, min value means no light.
|Original Rock Color||Rock with a mask|
|Additive Light Blending||Additive Light Blending with a mask|
Render Texture Scale
Render Texture Scale adjusts the size of the internal render Texture used for a given Blend Mode. Lowering the Render Texture Scale can increase performance and decrease memory usage for Scenes that contain large Lights. Lowering the Texture Scale to too low a value may cause visual artefacts or a shimmering effect when there is motion in the Scene.