1
18
Preserves the luma of the bottom layer, while adopting the hue and chroma of the top layer.
Canvas Renderer only.
15
Divides the inverted bottom layer by the top layer, and then inverts the result.
Canvas Renderer only.
8
Divides the bottom layer by the inverted top layer.
Canvas Renderer only.
7
Retains the darkest pixels of both layers.
Canvas Renderer only.
5
Subtracts the bottom layer from the top layer or the other way round to always get a positive value.
Canvas Renderer only.
11
The existing canvas is only kept where it overlaps the new shape. The new shape is drawn behind the canvas content.
27
The existing canvas content is kept where both the new shape and existing canvas content overlap. Everything else is made transparent.
25
The existing content is kept where it doesn't overlap the new shape.
26
New shapes are drawn behind the existing canvas content.
24
26
Like difference, but with lower contrast.
Canvas Renderer only.
12
A combination of multiply and screen like overlay, but with top and bottom layer swapped.
Canvas Renderer only.
9
Preserves the luma and chroma of the bottom layer, while adopting the hue of the top layer.
Canvas Renderer only.
13
Retains the lightest pixels of both layers.
Canvas Renderer only.
6
Preserves the hue and chroma of the bottom layer, while adopting the luma of the top layer.
Canvas Renderer only.
16
The pixels of the top layer are multiplied with the corresponding pixel of the bottom layer. A darker picture is the result.
2
20
0
17
A combination of multiply and screen. Dark parts on the base layer become darker, and light parts become lighter.
Canvas Renderer only.
4
Preserves the luma and hue of the bottom layer, while adopting the chroma of the top layer.
Canvas Renderer only.
14
The pixels are inverted, multiplied, and inverted again. A lighter picture is the result (opposite of multiply)
3
19
A softer version of hard-light. Pure black or white does not result in pure black or white.
Canvas Renderer only.
10
The new shape is only drawn where it overlaps the existing canvas content.
23
The new shape is drawn only where both the new shape and the destination canvas overlap. Everything else is made transparent.
21
The new shape is drawn where it doesn't overlap the existing canvas content.
22
Draws new shapes on top of the existing canvas content.
0
28
Shapes are made transparent where both overlap and drawn normal everywhere else.
29
Generated using TypeDoc
Various blend modes supported by PIXI.
IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. Anything else will silently act like NORMAL.
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PIXI