Determines how the GPU combines the output of the fragment shaderA program that runs on the GPU. More info
See in Glossary with the render target.
The functionality of this command depends on the blending operation, which you can set using the BlendOp command. Note that while blending itself is supported on all graphics APIs and hardware, some blending operations have more limited support.
Enabling blending disables some optimizations on the GPU (mostly hidden surface removal/Early-Z), which can lead to increased GPU frame times.
Feature name | Built-in Render Pipeline | Universal Render Pipeline (URP) | High Definition Render Pipeline (HDRP) | Custom SRP |
---|---|---|---|---|
Blend | Yes | Yes | Yes | Yes |
This command makes a change to the render state. 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 Passes in that SubShader.
If blending is enabled, the following occurs:
Add
.Add
, Sub
, RevSub
, Min
, or Max
, the GPU multiplies the value of the output of the fragment shader by the source factor.Add
, Sub
, RevSub
, Min
, or Max
, the GPU multiplies the value that is already in the render target by the destination factor.The blending equation is:
finalValue = sourceFactor * sourceValue operation destinationFactor * destinationValue
In this equation:
finalValue
is the value that the GPU writes to the destination buffer.sourceFactor
is defined in the Blend command.sourceValue
is the value output by the fragment shader.operation
is the blending operation.destinationFactor
is defined in the Blend command.destinationValue
is the value already in the destination buffer.Signature | Example syntax | Function |
---|---|---|
Blend <state> |
Blend Off |
Disables blending for the default render target. This is the default value. |
Blend <render target> <state> |
Blend 1 Off |
As above, but for a given render target. (1) |
Blend <source factor> <destination factor> |
Blend One Zero |
Enables blending for the default render target. Sets blend factors for RGBA values. |
Blend <render target> <source factor> <destination factor> |
Blend 1 One Zero |
As above, but for a given render target. (1) |
Blend <source factor RGB> <destination factor RGB>, <source factor alpha> <destination factor alpha> |
Blend One Zero, Zero One |
Enables blending the default render target. Sets separate blend factors for RGB and alpha values. (2) |
Blend <render target> <source factor RGB> <destination factor RGB>, <source factor alpha> <destination factor alpha> |
Blend 1 One Zero, Zero One |
As above, but for a given render target. (1) (2) |
Notes:
GL_ARB_draw_buffers_blend
, or OpenGL ES 3.2.Parameter | Value | Function |
---|---|---|
render target | Integer, range 0 through 7 | The render target index. |
state | Off |
Disables blending. |
factor | One |
The value of this input is one. Use this to use the value of the source or the destination color. |
Zero |
The value of this input is zero. Use this to remove either the source or the destination values. | |
SrcColor |
The GPU multiplies the value of this input by the source color value. | |
SrcAlpha |
The GPU multiplies the value of this input by the source alpha value. | |
DstColor |
The GPU multiplies the value of this input by the frame buffer source color value. | |
DstAlpha |
The GPU multiplies the value of this input by the frame buffer source alpha value. | |
OneMinusSrcColor |
The GPU multiplies the value of this input by (1 - source color). | |
OneMinusSrcAlpha |
The GPU multiplies the value of this input by (1 - source alpha). | |
OneMinusDstColor |
The GPU multiplies the value of this input by (1 - destination color). | |
OneMinusDstAlpha |
The GPU multiplies the value of this input by (1 - destination alpha). |
Here is the syntax for the most common blend types:
Blend SrcAlpha OneMinusSrcAlpha // Traditional transparency
Blend One OneMinusSrcAlpha // Premultiplied transparency
Blend One One // Additive
Blend OneMinusDstColor One // Soft additive
Blend DstColor Zero // Multiplicative
Blend DstColor SrcColor // 2x multiplicative
Shader "Examples/CommandExample"
{
SubShader
{
// The rest of the code that defines the SubShader goes here.
Pass
{
// Enable regular alpha blending for this Pass
Blend SrcAlpha OneMinusSrcAlpha
// The rest of the code that defines the Pass goes here.
}
}
}
This example code demonstrates the syntax for using this command in a SubShader block.
Shader "Examples/CommandExample"
{
SubShader
{
// Enable regular alpha blending for this SubShader
Blend SrcAlpha OneMinusSrcAlpha
// The rest of the code that defines the SubShader goes here.
Pass
{
// The rest of the code that defines the Pass goes here.
}
}
}