Adds colors together, brightening the result.
Legacy additive blend mode.
Binary alpha testing without blending.
Converts alpha to coverage for anti-aliasing.
Averages color values.
Brightens based on blend color.
Blends using hue and saturation of blend color.
Darkens by increasing contrast.
Lightens by decreasing contrast.
Colored glass transparency effect.
Custom blend mode.
Selects darker colors only.
Subtracts colors to show differences.
No blending applied.
Divides base by blend color.
Similar to difference with lower contrast.
For grayscale blending.
Glass-like transparency effect.
Hard glow effect.
Hard overlay effect.
Posterizes to primary colors.
Hard phoenix effect.
Hard reflection effect.
Blends using hue of blend color.
Intensifies colors.
Selects lighter colors only.
Linear version of vivid light.
Blends using luminosity of blend color.
Selects maximum color channel values.
Selects minimum color channel values.
Multiplies colors, darkening the result.
Legacy multiply blend mode.
Inverted difference blend.
Standard alpha blending.
Inverse of bright mode.
Combines multiply and screen based on color.
Pins colors to lighten or darken based on blend.
Blends with premultiplied alpha.
Auto-converted premultiplied alpha blending.
Physically-based realistic blending.
Blends using saturation of blend color.
Inverts multiply, brightening overall.
Soft overlay effect.
Subtracts blend color from base.
Intense contrast between lighten and darken.
The blendmode of a Editor.Assets.PassInfo.