Rasagar/Library/PackageCache/com.unity.shadergraph/Documentation~/Blend-Node.md
2024-08-26 23:07:20 +03:00

6.1 KiB

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);
}