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