Rasagar/Library/PackageCache/com.unity.render-pipelines.universal/Documentation~/LightBlendStyles.md
2024-08-26 23:07:20 +03:00

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---
uid: urp-light-blend-styles
---
# Light Blend Styles
In the [2D Renderer Data asset](2DRendererData-overview.md), 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.
![](Images/2D/image_38.png)
| **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](#blend-mode) 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.
![](Images/2D/image_39.png)
| ![Original reference](Images/2D/image_40.png) | ![Multiply](Images/2D/image_41.png) |
| ------------------------------------------ | ----------------------------------- |
| Original sprite. | **Blend Mode** set to **Multiply** |
| ![Additive](Images/2D/image_42.png) | ![Subtractive](Images/2D/image_43.png) |
| **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](Images/2D/image_45.png) | ![Rock Mask](Images/2D/image_46.png) |
| ----------------------------------------------- | ------------------------------------------------------ |
| Rock sprite with its original color. | Rock with a mask |
| ![Additive Light Blending](Images/2D/image_47.png) | ![Masked Additive Light Blending](Images/2D/image_48.png) |
| Additive Light Blending | Additive Light Blending with a mask |