Blend Node
Description
Blends the value of input Blend onto input Base using the blending mode defined by the Mode parameter. The strength of the blend is defined by input Opacity. An Opacity value of 0 will return the input Base, unaltered.
Ports
Name | Direction | Type | Binding | Description |
---|---|---|---|---|
Base | Input | Dynamic Vector | None | Base layer value |
Blend | Input | Dynamic Vector | None | Blend layer value |
Opacity | Input | Float | None | Strength of blend |
Out | Output | Dynamic Vector | None | Output value |
Controls
Name | Type | Options | Description |
---|---|---|---|
Mode | Dropdown | Burn, Darken, Difference, Dodge, Divide, Exclusion, HardLight, HardMix, Lighten, LinearBurn, LinearDodge, LinearLight, LinearLightAddSub, Multiply, Negation, Overlay, PinLight, Screen, SoftLight, Subtract, VividLight, Overwrite | Blend mode to apply |
Generated Code Example
The following example code represents one possible outcome of this node per blend mode.
Burn
void Unity_Blend_Burn_float4(float4 Base, float4 Blend, float Opacity, out float4 Out)
{
Out = 1.0 - (1.0 - Blend)/Base;
Out = lerp(Base, Out, Opacity);
}
Darken
void Unity_Blend_Darken_float4(float4 Base, float4 Blend, float Opacity, out float4 Out)
{
Out = min(Blend, Base);
Out = lerp(Base, Out, Opacity);
}
Difference
void Unity_Blend_Difference_float4(float4 Base, float4 Blend, float Opacity, out float4 Out)
{
Out = abs(Blend - Base);
Out = lerp(Base, Out, Opacity);
}
Dodge
void Unity_Blend_Dodge_float4(float4 Base, float4 Blend, float Opacity, out float4 Out)
{
Out = Base / (1.0 - Blend);
Out = lerp(Base, Out, Opacity);
}
Divide
void Unity_Blend_Divide_float4(float4 Base, float4 Blend, float Opacity, out float4 Out)
{
Out = Base / (Blend + 0.000000000001);
Out = lerp(Base, Out, Opacity);
}
Exclusion
void Unity_Blend_Exclusion_float4(float4 Base, float4 Blend, float Opacity, out float4 Out)
{
Out = Blend + Base - (2.0 * Blend * Base);
Out = lerp(Base, Out, Opacity);
}
HardLight
void Unity_Blend_HardLight_float4(float4 Base, float4 Blend, float Opacity, out float4 Out)
{
float4 result1 = 1.0 - 2.0 * (1.0 - Base) * (1.0 - Blend);
float4 result2 = 2.0 * Base * Blend;
float4 zeroOrOne = step(Blend, 0.5);
Out = result2 * zeroOrOne + (1 - zeroOrOne) * result1;
Out = lerp(Base, Out, Opacity);
}
HardMix
void Unity_Blend_HardMix_float4(float4 Base, float4 Blend, float Opacity, out float4 Out)
{
Out = step(1 - Base, Blend);
Out = lerp(Base, Out, Opacity);
}
Lighten
void Unity_Blend_Lighten_float4(float4 Base, float4 Blend, float Opacity, out float4 Out)
{
Out = max(Blend, Base);
Out = lerp(Base, Out, Opacity);
}
LinearBurn
void Unity_Blend_LinearBurn_float4(float4 Base, float4 Blend, float Opacity, out float4 Out)
{
Out = Base + Blend - 1.0;
Out = lerp(Base, Out, Opacity);
}
LinearDodge
void Unity_Blend_LinearDodge_float4(float4 Base, float4 Blend, float Opacity, out float4 Out)
{
Out = Base + Blend;
Out = lerp(Base, Out, Opacity);
}
LinearLight
void Unity_Blend_LinearLight_float4(float4 Base, float4 Blend, float Opacity, out float4 Out)
{
Out = Blend < 0.5 ? max(Base + (2 * Blend) - 1, 0) : min(Base + 2 * (Blend - 0.5), 1);
Out = lerp(Base, Out, Opacity);
}
LinearLightAddSub
void Unity_Blend_LinearLightAddSub_float4(float4 Base, float4 Blend, float Opacity, out float4 Out)
{
Out = Blend + 2.0 * Base - 1.0;
Out = lerp(Base, Out, Opacity);
}
Multiply
void Unity_Blend_Multiply_float4(float4 Base, float4 Blend, float Opacity, out float4 Out)
{
Out = Base * Blend;
Out = lerp(Base, Out, Opacity);
}
Negation
void Unity_Blend_Negation_float4(float4 Base, float4 Blend, float Opacity, out float4 Out)
{
Out = 1.0 - abs(1.0 - Blend - Base);
Out = lerp(Base, Out, Opacity);
}
Overlay
void Unity_Blend_Overlay_float4(float4 Base, float4 Blend, float Opacity, out float4 Out)
{
float4 result1 = 1.0 - 2.0 * (1.0 - Base) * (1.0 - Blend);
float4 result2 = 2.0 * Base * Blend;
float4 zeroOrOne = step(Base, 0.5);
Out = result2 * zeroOrOne + (1 - zeroOrOne) * result1;
Out = lerp(Base, Out, Opacity);
}
PinLight
void Unity_Blend_PinLight_float4(float4 Base, float4 Blend, float Opacity, out float4 Out)
{
float4 check = step (0.5, Blend);
float4 result1 = check * max(2.0 * (Base - 0.5), Blend);
Out = result1 + (1.0 - check) * min(2.0 * Base, Blend);
Out = lerp(Base, Out, Opacity);
}
Screen
void Unity_Blend_Screen_float4(float4 Base, float4 Blend, float Opacity, out float4 Out)
{
Out = 1.0 - (1.0 - Blend) * (1.0 - Base);
Out = lerp(Base, Out, Opacity);
}
SoftLight
void Unity_Blend_SoftLight_float4(float4 Base, float4 Blend, float Opacity, out float4 Out)
{
float4 result1 = 2.0 * Base * Blend + Base * Base * (1.0 - 2.0 * Blend);
float4 result2 = sqrt(Base) * (2.0 * Blend - 1.0) + 2.0 * Base * (1.0 - Blend);
float4 zeroOrOne = step(0.5, Blend);
Out = result2 * zeroOrOne + (1 - zeroOrOne) * result1;
Out = lerp(Base, Out, Opacity);
}
Subtract
void Unity_Blend_Subtract_float4(float4 Base, float4 Blend, float Opacity, out float4 Out)
{
Out = Base - Blend;
Out = lerp(Base, Out, Opacity);
}
VividLight
void Unity_Blend_VividLight_float4(float4 Base, float4 Blend, float Opacity, out float4 Out)
{
float4 result1 = 1.0 - (1.0 - Blend) / (2.0 * Base);
float4 result2 = Blend / (2.0 * (1.0 - Base));
float4 zeroOrOne = step(0.5, Base);
Out = result2 * zeroOrOne + (1 - zeroOrOne) * result1;
Out = lerp(Base, Out, Opacity);
}
Overwrite
void Unity_Blend_Overwrite_float4(float4 Base, float4 Blend, float Opacity, out float4 Out)
{
Out = lerp(Base, Blend, Opacity);
}