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    Light Blend Styles

    In the 2D Renderer Data asset, its Light Blend Styles determine the way that the light interacts with sprites in the scene. The asset can contain a total of four different Light Blend Styles, each with a different combination of Blend Style settings by default. All lights in the scene must pick from one of these available Light Blend Styles. When you create a light, it's automatically assigned the first Blend Style listed in the asset.

    Property Function
    Name The name that appears when choosing a Blend Style for a Light 2D.
    Mask Texture Channel Select the channel(s) that the mask texture affects in this Blend Style.
    Blend Mode Select how a 2D Light is blended when using this Blend Style.

    Blend Mode

    A Blend Mode controls the way a sprite is lit by light. The following examples display the effects of the four predefined Blend Modes at their default settings.

    Original reference Multiply
    Original sprite. Blend Mode set to Multiply
    Additive Subtractive
    Blend Mode set to Additive Blend Mode set to Subtractive

    Mask Texture Channel

    A mask controls where lights can affect a sprite. For this property, select which channel(s) of the mask texture will affect the sprite it's masking. These channels comprise the red green blue alpha (RGBA) color model.

    Blend Mode

    This property determines how Unity blends the lighting with the colors of the sprite and other GameObjects that the light affects. The following are some examples of how a mask affects the sprite its covering with different Blend Modes.

    Original rock color Rock Mask
    Rock sprite with its original color. Rock with a mask
    Additive Light Blending Masked Additive Light Blending
    Additive Light Blending Additive Light Blending with a mask
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