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 UniversalRP 2D Asset can currently contain a total of four different Light Blend Styles, starting with the 'Default' Blend Style being available.
| Property | Function | 
|---|---|
| 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 Mode

Blend Modes controls the way a Sprite is lit by light. The following examples show the four predefined Blend Modes:
|  |  | 
|---|---|
| Original Sprite | Multiply | 
|  |  | 
| Additive | Subtractive | 
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:
- Multiplicative 
- Modulate = 1
- Additive = 0
 
- Additive 
- Modulate = 0
- Additive = 1
 
- Subtractive 
- 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.