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Unity shader blend multiply?
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Unity shader blend multiply?
A Material Inspector window opens. I need the flowers to move so I can't just import the entire image. Click Shader, and select Universal Render Pipeline > Simple Lit Blending Mode: Select how Unity calculates the color of each pixel of a transparent Material when it blends the Material with the background Multiply blending mode. 5,8345 apparently the default sprite shader was changed to use `premultiplied alpha`. to produce a glowing effect where a semi-transparent circle was used to light up an area, but we were using DstColor instead of SrcAlpha to keep dark areas dark (to prevent things from looking washed out). In shader code, the "Drawer" suffix of the class name is not written; when Unity searches for the drawer class it adds "Drawer" automatically. However this may not be exactly the result you want, depending on how it's all set up. Find a company today! Development Most Popular Emerging Tech Development Lan. Blend One OneMinusSrcAlpha is often used for premultiplied Alpha blending. We would like to show you a description here but the site won't allow us. Recently I have started to learn unity's shader graph, and I can't understand the blend mode. " The given link to the Standard Assets leads to a broke asset store page, the asset is no longer available. More info See in Glossary for the cards they want to support. For example I will generate two gradient images and sum them. Target 2: SrcAlpha OneMinusSrcAlpha Code (CSharp): Blend One OneMinusSrcAlpha. Specifies the blending operation used by the Blend command. In the new window that opens, right-click and select Create Node. Not every day can come with an extra hour attached—s. So for anyone sharing my pain, here it is! Enjoy!! (side note: divide is pointless but once you look at the code, it's easy). When graphics are rendered, after all Shaders A small script that contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration See in Glossary have executed and all Textures have been. The material must use the Projector/Light or Projector/Multiply shaders A program that runs on the GPU. When Unity has to display a mesh, it will find the shader to use, and pick the first subshader that runs on the user's graphics card. You will find several shaders in the particle section of the built-in shaders that implement these. 6) Min = float4 ( 0, 02, 0. fixed4 diffBase; diffBase = lerp ( baseTex, splat01, ir ); Personally, I like method #2 the best: Smaller code to achieve the same thing. Reload to refresh your session. The blend works, but I get strange artifacts on my sprite. Would you please give me an. You can multiply whatever you want into the desaturated data in the color buffer's alpha channel, and alpha blend it, using one pass: Render whatever you want to multiply in, premultiplying its alpha blend in the fragment shader. there's any way to just multiply de normals or just. Farfarer. You can see option 1 and option 2 below which both cause the same issue. The generated color is multiplied by the SrcFactor. Second, the AO result is blurred horizontally and vertically using a depth-aware filter. This is practically same as alpha-blended mode. Here is my shader and result. texcoord); // or however you get the colorrgb = 1-crgb *= c. For the first textures alpha, return 0, and it will give you One One. 2, you get this: Code (csharp): OneMinusSrcColor = 1 - 082 + 0 So, if the stars are pure white, they will stay pure white with this blending formula. Other popular blending styles, like photoshop's screen, simply cannot be expressed on the GPU. ShaderLab: Blending. 一般的な記述方法としては以下のようになります。. Blends the value of input Blend onto input Base using the blending mode defined by the Mode parameter. Aug 25, 2009 Hi! When using Transparent/Diffuse one may change a material's transparency by simply updating renderercolor. Assign a sprite lit shader that changes or assigns the mask texture somehow to the triangle sprite renderer. sourceFactor is defined in the Blend command. The color already on screen is multiplied by DstFactor and the two are added together. ️ Tested in 20201Unity's shader graph blend node has twenty-two modes! Each combines two colors using a different formula. The shader has therefore been modified to take transparency into account so custom images are correctly blended in, as well as introduced a property which allows you to modify the strength of the overall layer. 4 billion in the all-stock deal. Other popular blending styles, like photoshop's screen, simply cannot be expressed on the GPU. ShaderLab: Blending. Not all blending operations are supported on all devices, and. (デフォルトは加算) Blend SrcFactor DstFactor Jun 23, 2020 · Apparently when in premultiply mode, the generated shader does the multiplying for us. stocks closed higher on F. グラフィックスがレンダリングされる場合、すべてのシェーダーが実行され、すべてのテクスチャが適用された後に、ピクセルが画面に描画されます。 If you want to support my Patreon: https://patreon. Not every day can come with an extra hour attached—s. An equity multiplier shows how much leverage a company is using to fund its assets and shows the relationship between the value of a company’s assets and the value of its sharehold. We define the blend functions ( Unity docs: Blend) in shader and the GPU will perform it automatically when outputting to the render texture. finalColor = lerp(tex1Color, tex2Color, 0. hello there unity devs. I poked and prodded until I found the issue to be the line that multiplies the alpha. (due to rasteriazation varying interpolation's perspective correction) //We skip the "viewRay z division" in vertex shader for now, and pass the division value to varying ow first, we will do the division later when we enter fragment shader //viewRay /= viewRay. You can find a sample in the document link by Laurenth just above. 113. to produce a glowing effect where a semi-transparent circle was used to light up an area, but we were using DstColor instead of SrcAlpha to keep dark areas dark (to prevent things from looking washed out). To do it, just add a BufA tab and put your first shader code into it, then do the same with BufB tab and your second shader code. png in case it was an issue related to encoding the transparency, but it doesn't seem to blend well in any case. Need a Unity development company in New York City? Read reviews & compare projects by leading Unity developers. Description The blend operation that is used to combine the pixel shader output with the render target. Blends the value of input Blend onto input Base using the blending mode defined by the Mode parameter. We would like to show you a description here but the site won’t allow us. This is why "traditional" or fixed-functionality blending with glBlendFunc and glBlendEquation is useful. The color already on screen is multiplied by DstFactor and the two are added together. When graphics are rendered, after all Shaders A small script that contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration See in Glossary have executed and all Textures have been. I was wondering if it is possible to fake glow and darkness by adding some sprites with different blending modes. Aug 25, 2009 Hi! When using Transparent/Diffuse one may change a material's transparency by simply updating renderercolor. FXAA has logic to reduce single-pixel and sub-pixel aliasing: see the reduction in stipple aliasing in the jittered sampling shadow area in Figure 1 Is easy to integrate into a single pixel shader. If I select Multiply in the Shader Graph Blending Modes, the shader that gets generated has. Oct 6, 2015 · 121. richardkettlewell, Jun 25, 2016. Remember to change the shader name to something else at the beginning too. With a slider I could control the amount of cut off value beyond which the texture won't display. Just a heads up: I have very little experience with shader languages so please excuse if this is a trivial question. For this command to have any effect, there must also be a Blend command in the same Pass block (if this command is in a Pass block) or SubShader block (if this command is in a SubShader block). Feb 23, 2014 · Using two passes means you can darken the background using a multiply or alpha blending shader in one pass, and then in the second pass add over the darkened or colored area. craigslist semi trucks for sale by owner in florida " The default sprite shader is also a transparent shader and proper sorting of intersecting transparent geometry is an open problem in real-time graphics. Filtering premultiplied alpha produces correct results. We would like to show you a description here but the site won’t allow us. 此命令的功能取决于混合操作,您可以使用 BlendOp 命令进行设置。. lerp() between the output color to 1. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers Blending is used to make transparent objects. Blends the value of input Blend onto input Base using the blending mode defined by the Mode parameter. Did you find this page useful? There are 100 different blending combinations for RGB, according to the ShaderLab documentation on blending. This is so I could have all particles in a system fade out at the same time. More info See in Glossary source file includes HLSL code, Unity ignores these commands completely. mix A and B based on value of C. I suggested that mode since you are multiplying alot of values inside the finalgbuffer function. for their blend mode, along with multiplying the rgb by the alpha in the shader before outputting the value. FXAA has logic to reduce single-pixel and sub-pixel aliasing: see the reduction in stipple aliasing in the jittered sampling shadow area in Figure 1 Is easy to integrate into a single pixel shader. Need a Unity development company in New York City? Read reviews & compare projects by leading Unity developers. I changed the shader from Lit to Unlit and I changed blend mode from Multiply to Alpha. Create a Time node and multiply the Time output value by 0 This value is used to adjust the speed of the effect. Specifies the blending operation used by the Blend command. Other popular blending styles, like photoshop's screen, simply cannot be expressed on the GPU. ShaderLab: Blending. Specifies the blending operation used by the Blend command. Sharing is caring! When you take the plunge. Here is my texture: I am currently making a game based around colonizing planets, and I would like to know how I overlap a lightmap texture of the earth on a sphere, but only at the positions which are affected by shadow in shadergraph. We are migrating the Unity Forums to Unity Discussions. Note that in an actual single-texture shader, you would use Blend One OneMinusSrcAlpha to accomplish both the multiplication and addition. how long does labcorp drug test take I'm very new to working with shaders. On top of that, there is an undocumented ability to blend only the alpha channel result, like so: // no RGB blending, multiply the alpha. To do it, just add a BufA tab and put your first shader code into it, then do the same with BufB tab and your second shader code. Find a company today! Development Most Popular Emerging Tech Development. Luke Lango Issues Dire Warning A $15 Richard Branson's space company is back on track. Home ; Categories ; 2 - Same as #1, Opacity set to 1 3 - Same as #1, Highlight set to Alpha 1. Blend Off: Turn off blending (this is the default) Blend SrcFactor DstFactor: Configure and enable blending. Note that in an actual single-texture shader, you would use Blend One OneMinusSrcAlpha to accomplish both the multiplication and addition. I'm looking for something similar to multiply or overlay. If you're visiting and want to blend in with the local youth and their culture, here are the best places in Edinburgh for young people. When graphics are rendered, after all Shaders A small script that contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration. By default, it is Blend SrcAlpha OneMinusSrcAlpha, which, in Unity's words, is "traditional transparency. Blending は透明なオブジェクトの作成に使用します。. But if the stars are pure white (1) and the sky has an intensity of 0. It is useful to create an 'Blend Add' effect when the alpha is between 0 and 1. In this picture, you can see how sprite looks in scene, the graph, preview, and sprite settings. xfinity outage map new jersey For the second texture return the alpha as normal, but make sure to pre-multiply the color with the alpha, resulting in a SrcAlpha OneMinusSrcAlpha blend. 7,325. When I look at the default shader, it uses a blend mode of GL_ONE, GL_ONE_MINUS_SRC_ALPHA it makes sense that if the sprite's alpha channel is fixed, then you can do part of the blend equation by multiplying the alpha by the pixel color, then. U stocks closed higher on Friday, with the Nasdaq Composite jumping more than 200 points. This command makes a change to the render state. In this equation: finalValue is the value that the GPU writes to the destination buffer. Base texture will always show-up no matter what the vertex color is. 5 x (Blend zero one). Then use a projector to project the RenderTexture from the camera down onto the same spot using blend multiply. For this command to have any effect, there must also be a Blend command in the same Pass block (if this command is in a Pass block) or SubShader block (if this command is in a SubShader block). More info See in Glossary for the cards they want to support. 0) + (frame buffer * 0 Inversely Blend Zero One is equivalent to rendering nothing and just showing the background as the shader output is multiplied by zero and the frame buffer is multiplied by one.
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Name the new Shader “SampleGraph”. When I look at the default shader, it uses a blend mode of GL_ONE, GL_ONE_MINUS_SRC_ALPHA it makes sense that if the sprite's alpha channel is fixed, then you can do part of the blend equation by multiplying the alpha by the pixel color, then. Description. Create a Time node and multiply the Time output value by 0 This value is used to adjust the speed of the effect. Read our full announcement for more information and let us know if you have any questions. Description. グラフィックスがレンダリングされる場合、すべてのシェーダーが実行され、すべてのテクスチャが適用された後に、ピクセルが画面に描画されます。 We would like to show you a description here but the site won’t allow us. We need to add a variable to store the second textures coordinates (float2 uv2 : TEXCOORD1:) as well as increase the number of coordinates values for UNITY_FOG_COORDS() function to handle to 2. It just takes three simple steps. Nov 29, 2012 · Here are the functions for those two blending modes: (These are from some Nvidia documentation): Screen. The purple stripes are a CSS background. Make a Material using Particles/Additive. com/user?u=92850367Write Blend Shaders In Unity | Shader FundamentalsUdemy Course: https://wwwcom/c. 生成されるコードの例. create a new material, assign the Particles Standard Unlit shader to it, assign the Render Texture from step 1 to the shader's albedo map, set the shader's rendering mode to Modulate, and the color mode to Multiply (other options can create other effects, but multiply is what I wanted); assign the material from step 4 to the Canvas Image from. Target 1: One One. The generated color is multiplied by the SrcFactor. If your flow is kind of high, the paint wants to replace the color, and not mix with it. sheeko raaxo What you need is to pipe the A output of the sample node into the alpha property of the fragment node. Unity‘s proposed merger with ironSource. color * tex2D ( _MainTex, icolor. Blend Off: Turn off blending (this is the default) Blend SrcFactor DstFactor: Configure and enable blending. The webpage is a column on Zhihu that allows users to write and express themselves freely. Doing so I can control if the shader is additive by setting the alpha as zero and keeping the color. Specifies the blending operation used by the Blend command. I could include the BG with the text when exporting from. But, if you also only want it to only blend where the lines of the wireframe texture are, then you'll want to multiply the third value by the alpha or brightness value of the wireframe texture to restrict the gradient blending. By clicking "TRY IT", I agree to receive new. Here is a video of the problem and my shader graph : link to youtube video Thanks for your help !. color * tex2D ( _MainTex, icolor. If you set custom shader graph it does not happen and you must pass data you need there - currently the only source of alpha is your texture. You can see the vector4 (pink) output from the sample node being transformed into a vector3 (yellow) effectively discarding the transparency (alpha). a)) Unfortunately, that can't be done in one texture stage, in fixed function, without resorting to Lerp. For regular alpha blending, add this statement inside your subshader: Blend SrcAlpha OneMinusSrcAlpha. Goodness! Have a scroll through the TechChrunch. a; return c; I tried doing the same but using BlendOp Add instead, but for some reason it doesn't want to work when the fragment shader returns negative numbers. The 182-metre structure has now earned a rare bragging right. For a particle system you could also just use the color over lifetime module to change the color of the particle. covered hopper mix A and B based on value of C. vec2 uv = fragCoord / iResolution. Shader "Examples/CommandExample" { SubShader { // Enable subtractive blending for this SubShader Blend SrcAlpha One BlendOp RevSub // The rest of the code that defines the SubShader goes here. Mar 3, 2019 · I'm not entirely sure what you're looking to do, but blending from one thing to another is known as linear interpolation, or "lerp" for short. Aug 10, 2013 · If anyone comes to this old thread looking to set up a sprite overlay blend in shader graph, this is what I've come up with (using the URP Sprite Lit Shader Graph as a base). We would like to show you a description here but the site won't allow us. グラフィックスがレンダリングされる場合、すべてのシェーダーが実行され、すべてのテクスチャが適用された後に、ピクセルが画面に描画されます。 If you want to support my Patreon: https://patreon. Would you please give me an. Jan 27, 2014 · Hi! have been struggling a lot with shaders, I need to edit a simple vertex lit shader in order for it to support the second UV map of a model with a texture as multiply, this will allow me to do a better decal system with blood splatter, and could also work for baked ambient oclussion so I don't have to use those expensive post effects, anyway, I have this shader: Sep 10, 2016 · Posts: 12,402. After comparing it to their UI/Default shader I fixed it by sending the vertex colour through to the fragment shader. This alpha seems to. This is what we and probably most people are using: Shader "Projector/Projector Multiply" { Properties { _Color ("Main Colour", Color) = (1,1,1,0) _ShadowTex ("Cookie", 2D) = "gray" { TexGen ObjectLinear } } Subshader { Tags { "RenderType"="Transparent" "Queue. 10. Might not be exactly what you're looking for but it is simple enough to extend/modify. Well, that does make the stars more dim where the sphere is brighter. This is my first post. kids foot locker customer service it works as expected. Shader "Examples/CommandExample" { SubShader { // Enable subtractive blending for this SubShader Blend SrcAlpha One BlendOp RevSub // The rest of the code that defines the SubShader goes here. I suggested that mode since you are multiplying alot of values inside the finalgbuffer function. For this command to have any effect, there must also be a Blend command in the same Pass block (if this command is in a Pass block) or SubShader block (if this command is in a SubShader block). Need a Unity development company in Kyiv? Read reviews & compare projects by leading Unity developers. This mode uses the Material's alpha value to adjust how much the colors blend. Only difference is that blending mode in the shader is different, but from the user's perspective the ShaderGraph shader acts like alpha-blended shader. Create a new Blend node and use it to blend the outputs of the two Sample Texture 2D nodes. When a shader reads from a texture while it is simultaneously rendering to the same texture, the results are undefined. I tired to combine them together by using PASS block, but not success. If you're visiting and want to blend in with the local youth and their culture, here are the best places in Edinburgh for young people. An equity multiplier shows how much leverage a company is using to fund its assets and shows the relationship between the value of a company’s assets and the value of its sharehold. Any linear modifications that are supposed to happen to either of the inputs or the output can be applied to the. Unity is kind of bad with alpha, as it makes the swatch itself invisible on Polybrush.
I was wondering if it is possible to fake glow and darkness by adding some sprites with different blending modes. though the answer is no, Unity does not expose the specific mode to be modified either from the Shader Graph or a material using the shader. As specified in GL_KHR_blend_equation_advanced. though the answer is no, Unity does not expose the specific mode to be modified either from the Shader Graph or a material using the shader. Pass { // The rest of the code that defines the Pass goes here. Half way between those two vertices the interpolated vertex color is going to be RGB (127, 127, 0), which if you're using black to mean the base texture will mean whatever the base. 2,299. Then use a projector to project the RenderTexture from the camera down onto the same spot using blend multiply. If you need something different, then write your shader to do something different. f250 autotrader 0 virtual instruction set (see Appendix). To render fins we process all edges of the mesh in the Geometry Shader and test each edge to see if it should be extruded. Out = A * B; } ベクトル * 行列. It *feels* to me (And at the moment, my shader knowledge is entirely based on intuition), that it should be possible to alter the multiply shader to work a bit more like "alpha blended" particle shader. With premultiplied alpha, your standard blending equation becomes: output = background. In the new window that opens, right-click and select Create Node. Daniel_Brauer, Mar 31, 2010. arduino pwm fan control This image can do it better than my words. Unity is the ultimate game development platform. The most oversold stocks in th. Trying to improve the visual quality of our projectors, I wanted to modify the shader we use for the projectors material. Use it in a Pass block to set the render state for that Pass, or use it in a SubShader block to set the render state for all … I want a "multiply" shader, to multiply the texture I have by a plain color that's in the material, but one that counts only for a fraction (like, half) of the result. Trying to improve the visual quality of our projectors, I wanted to modify the shader we use for the projectors material. jfm enterprises Explore the use of blending techniques in shaders to achieve various graphic effects and special effects. But a simple float from the Shader's Input works. First, straight additive blending: 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 The second possible issue is if the effect is using any blend mode other than "normal". An Opacity value of 0 will return the input Base, unaltered. overlay is the math of screen & multiply where the operation is different between 0 and Thats strange Unity don't have blending modes as a standard assets x_X If anyone comes to this old thread looking to set up a sprite overlay blend in shader graph, this is what I've come up with (using the URP Sprite Lit Shader Graph as a base) The transparent shaders in the custom overlay image were still rendered and affecting the image, though. Although the Unity Church is technically a Christian denomination, it has many unique beliefs concerning atonement, salvation, Jesus Christ and the Bible. We would like to show you a description here but the site won’t allow us.
If true, renders both front and back faces of the mesh. 4. Use the output of the second smoothstep as the input for your lerp Generate a lerp between the output of the first lerp and texture 3: Repeat the substeps from item 3, using a smoothstep between the height of the second texture's end and the height of the third texture's end. Can be used in either Metallic or Specular workflow modes as defined by the Workflow dropdown parameter. Blends the value of input Blend onto input Base using the blending mode defined by the Mode parameter. Base texture will always show-up no matter what the vertex color is. The tutorial says "The material must use the Projector/Light or Projector/Multiply shaders, available in Unity's Standard Assets. I suggested that mode since you are multiplying alot of values inside the finalgbuffer function. Render your 2D lights to a separate render texture. Connect the ouput port of the Time multiply node to the other two multiply nodes. By default, it is Blend SrcAlpha OneMinusSrcAlpha, which, in Unity's words, is "traditional transparency. 确定 GPU 如何将片元着色器的输出与渲染目标进行合并。. Feb 18, 2011 · For example, if you clear to RGBA= (0,0,0,0) and render the first objects with RGBA= (1,0,0,1) without blending and then for the 2nd object you use RGBA= (r,g,b,1) and the blending. Primary colors go like this Red, Yellow, Green, and Blue. Find a company today! Development Most Popular Emerging Tech Development Lang. May 12, 2015 · BlendOp RevSub In the fragment shader use the codecolor * SampleSpriteTexture (IN. 2) You can't use clever premultiplied alpha tricks, such as regular alpha blending and additive blending in a the same draw call. Jan 27, 2013 · Target 1: One One. In Unity's shader graph with HDRP, this means that the transparency is controlled by both color values and the alpha values. make on object and assign a Material to it, choose one of the Particle Shaders as the Material's shader instead of Diffuse. You signed out in another tab or window. I'm trying to make a shader that allows me to blend multiple textures and then mask them all at once. Indices Commodities Currencies Stocks Lately whenever you ask someone how they’re doing, they likely mention how busy they are. alaska airlines shifts Apr 22, 2020 · So the trick is to use the alpha in the shader to. By default, it is Blend SrcAlpha OneMinusSrcAlpha, which, in Unity's words, is "traditional transparency. Code (csharp): texture. Unity‘s proposed merger with ironSource. A typical Detail Mask looks like this; with the left being the mask and the right being how it ends up being applied to the asset. Dec 7, 2012 Yes. Blends the value of input Blend onto input Base using the blending mode defined by the Mode parameter. edit: but then again I am not understanding that finalgbuffer function. On top of that, there is an undocumented ability to blend only the alpha channel result, like so: // no RGB blending, multiply the alpha. Blending is used to make transparent objects. I'm looking to have a terrain painted with a single low-resolution slot 0 texture, then to paint in textures in the other slots but instead of blending via opactity, to blend in via layer modes such as those found in Photoshop, such as overlay, multiply, hard light,… Is this sort of functionality built-in, available in a plug-in or will I have to write a terrain shader? Effectively what I. fixed4 diffBase; diffBase = lerp ( baseTex, splat01, ir ); Personally, I like method #2 the best: Smaller code to achieve the same thing. If you're visiting and want to blend in with the local youth and their culture, here are the best places in Edinburgh for young people. Blending は透明なオブジェクトの作成に使用します。. This is practically same as alpha-blended mode. When graphics are rendered, after all shaders have executed and all. mychart baptist ms Use it in a Pass block to set the render state for that Pass, or use it in a SubShader block to set the render state for all … For premultiplied blend mode to work, it would have to use premultiplied textures, which are textures that have the RGB multiplied with it’s own alpha channel. So … Description. Use it in a Pass block to set the render state for that Pass, or use it in a SubShader block to set the render state for all … I want a "multiply" shader, to multiply the texture I have by a plain color that's in the material, but one that counts only for a fraction (like, half) of the result. Jan 27, 2013 · Target 1: One One. Aug 25, 2009 Hi! When using Transparent/Diffuse one may change a material's transparency by simply updating renderercolor. BufA will draw some red to black, and BufB will draw some black to green gradient. When graphics are rendered, after all shaders have executed and all textures have been applied, the pixels are written to the screen. A Material Inspector window opens. A 2d light that has one of the mask options selected. With a little bit of googling and then coding,I did it. グラフィックスがレンダリングされる場合、すべてのシェーダーが実行され、すべてのテクスチャが適用された後に、ピクセルが画面に描画されます。 We would like to show you a description here but the site won’t allow us. 2 I have a problem : the shader makes my sprite semi-transparent on brighter areas (like the skin). Can you change the colors freely? E red for the font color, green for dark edges, blue for white edges? That would make it easier to write a shader that takes the texture and three user-defined colors (text color, color of dark edges, color of light edges) and then combines the three colors according to the red, green, and blue components of the color in the texture. The strength of the blend is defined by input Opacity. 0) + (frame buffer * 0 Inversely Blend Zero One is equivalent to rendering nothing and just showing the background as the shader output is multiplied by zero and the frame buffer is multiplied by one. I wouldn't multiply normals - I would add them together and renormalize afterwards. Here are a few blending mode functions you can use. I think based on these you can build a node structure to replicate those blending modes. I'm trying to mimic this effect in a vertex multiply shader. mix A and B based on value of C.