Odpowiedź
Great idea! I presume you mean blend modes as in photoshop?
Multiply/Screen/Overlay/Hard light etc?
Just a note if you go to implement this (I wrote this node a while back for another shader graph).
A lot of the math and libraries for this stuff on the web are, well, just plain wrong if you compare the results to the results you get in photoshop. I managed to fix a fair number of them, but this node will take quite a bit of your time if you want it to match photoshop's output.
A lot of the math and libraries for this stuff on the web are, well, just plain wrong if you compare the results to the results you get in photoshop. I managed to fix a fair number of them, but this node will take quite a bit of your time if you want it to match photoshop's output.
Odpowiedź
Ukończony
This has now been implemented in Beta 0.23 :)
Here are the 18 ones implemented:
- Darken, Multiply, Color Burn, Linear Burn
- Lighten, Screen, Color Dodge, Linear Dodge
- Overlay, Hard Light, Vivid Light, Linear Light, Pin Light, Hard Mix
- Difference, Exclusion, Subtract, Divide
Here are the ones not implemented, if you find any of these important, open a new topic:
- Normal (We're not using alpha, so this mode is redundant)
- Dissolve (We're not using alpha, so this mode is redundant)
- Darker Color (Same as Darken, but based on color luminosity)
- Lighter Color (Same as Lighter, but based on color luminosity)
- Soft Light (Rather complex and expensive to use on a shader level)
Here are the 18 ones implemented:
- Darken, Multiply, Color Burn, Linear Burn
- Lighten, Screen, Color Dodge, Linear Dodge
- Overlay, Hard Light, Vivid Light, Linear Light, Pin Light, Hard Mix
- Difference, Exclusion, Subtract, Divide
Here are the ones not implemented, if you find any of these important, open a new topic:
- Normal (We're not using alpha, so this mode is redundant)
- Dissolve (We're not using alpha, so this mode is redundant)
- Darker Color (Same as Darken, but based on color luminosity)
- Lighter Color (Same as Lighter, but based on color luminosity)
- Soft Light (Rather complex and expensive to use on a shader level)
I would also love to have the last 4 modes from photoshop. Hue, Saturation, Color and Luminosity.
I was looking today how i could achieve the "color" blend mode but without luck. Looked at the changelog and was very excited to see the blendmodes are upcoming, unfortunately color is not among them :(
I was looking today how i could achieve the "color" blend mode but without luck. Looked at the changelog and was very excited to see the blendmodes are upcoming, unfortunately color is not among them :(
I think those are all, with the exception of Luminosity, based on a HSV model, which is quite expensive to convert back and forth between on a shader level.
Scratch that; all of them are, so this isn't sensibly convertible to the RGB centric shaders, at least not an exact version of Photoshop's implementation
Soft Light
Darkens or lightens the colors, depending on the blend color. The effect is similar to shining a diffused spotlight on the image. If the blend color (light source) is lighter than 50% gray, the image is lightened as if it were dodged. If the blend color is darker than 50% gray, the image is darkened as if it were burned in. Painting with pure black or white produces a distinctly darker or lighter area, but does not result in pure black or white.
Is there a way i can do this in shaderforge from a grey scale image?
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Here are the 18 ones implemented:
- Darken, Multiply, Color Burn, Linear Burn
- Lighten, Screen, Color Dodge, Linear Dodge
- Overlay, Hard Light, Vivid Light, Linear Light, Pin Light, Hard Mix
- Difference, Exclusion, Subtract, Divide
Here are the ones not implemented, if you find any of these important, open a new topic:
- Normal (We're not using alpha, so this mode is redundant)
- Dissolve (We're not using alpha, so this mode is redundant)
- Darker Color (Same as Darken, but based on color luminosity)
- Lighter Color (Same as Lighter, but based on color luminosity)
- Soft Light (Rather complex and expensive to use on a shader level)