# 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); } ```