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    Blend 节点

    描述

    使用 Mode 参数定义的混合模式将输入 Blend 的值混合到输入 Base 上。指混合的强度由输入 Opacity 定义。Opacity 值为 0 将原封不动返回输入 Base。

    端口

    名称 方向 类型 绑定 描述
    Base 输入 动态矢量 无 基础层值
    Blend 输入 动态矢量 无 混合层值
    Opacity 输入 Float 无 混合强度
    Out 输出 动态矢量 无 输出值

    控件

    名称 类型 选项 描述
    Mode 下拉选单 Burn、Darken、Difference、Dodge、Divide、Exclusion、HardLight、HardMix、Lighten、LinearBurn、LinearDodge、LinearLight、LinearLightAddSub、Multiply、Negation、Overlay、PinLight、Screen、SoftLight、Subtract、VividLight、Overwrite 要应用的混合模式

    生成的代码示例

    以下示例代码表示此节点在每个混合模式下的一种可能结果。

    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);
    }
    
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