![](https://cdn.userecho.com/characters/70.png?1)
Great idea! I presume you mean blend modes as in photoshop?
Multiply/Screen/Overlay/Hard light etc?
![](/s/cache/80/be/80be089528d1b669420965a5e3959ab6.png)
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.
![](https://cdn.userecho.com/characters/70.png?1)
Ответ
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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)
![](/s/cache/78/5c/785c19d5ef13a837109db58bda541c95.png)
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 :(
![](https://cdn.userecho.com/characters/70.png?1)
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.
![](https://cdn.userecho.com/characters/70.png?1)
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
![](https://cdn.userecho.com/characters/76.png?1)
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?
Сервис поддержки клиентов работает на платформе UserEcho
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)