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.