ShaderNodeBinOpΒΆ
Mode
Changes the operator to use. The operators work on floats (f) or vectors/colors (v). Float operators operate component-wise on vectors/colors. The alpha component of the result vector depends on the mask mode. The operators include :
- Add (f) : Returns X+Y.
- Subtract (f) : Returns X-Y.
- Multiply (f) : Returns X*Y.
- Divide (f) : Returns X/Y.
- Min (f) : Returns the minimum between X and Y.
- Max (f) : Returns the maximum between X and Y.
- Mod (f) : Returns the remainder of the division of X by Y.
- Log (f) : Returns the logarithm of X in the base Y.
- Pow (f) : Returns X raised to the power Y.
- ArcTan2 (f) : Returns the arc tangent of X/Y.
- Equal (f) : Returns 1 if X == Y else returns 0.
- Less (f) : Returns 1 if X < Y else returns 0.
- LessEqual (f) : Returns 1 if X <= Y else returns 0.
- Greater (f) : Returns 1 if X > Y else returns 0.
- GreaterEqual (f) : Returns 1 if X >= Y else returns 0.
- DotProduct (v) : Returns the dot product between X and Y.
- CrossProduct (v) : Returns the cross product between X and Y.
- Copy (v) : Returns X.
- Darken (v) : Returns the darkest value of X and Y. Same as Min.
- Color Burn (v) : Darkens Y increasing the contrast to reflect the colour of X. The darker X, the more its colour is used.
- Linear Burn (v) : Darkens Y decreasing the brightness (not touching the contrast) to reflect the colour of X. The darker Y, the more its colour is used.
- Lighten (v) : Returns the lightest of Y and X.
- Screen (v) : Returns a brighter color than Y and X with no saturation.
- Color Dodge (v) : Returns a brighter color than Y and X.
- Linear Dodge (v) : Lightens Y.
- Overlay (v) : Combines Multiply and Screen modes.
- Soft Light (v) : Computes a softer version of Overlay.
- Hard Light (v) : Combines Multiply and Screen modes with a higher contrast than Overlay.
- Vivid Light (v) : Computes a more intense version of Soft/Hard light.
- Linear Light (v) : Classic color blending mode.
- Pin Light (v) : Classic color blending mode.
- Hard Mix (v) : Classic color blending mode.
- Difference (v) : Classic color blending mode.
- Exclusion (v) : Classic color blending mode.
- Negation (v) : Classic color blending mode.
Mask Mode
Specifies how the alpha component of the result is computed. The mask modes include :
- None : No mask is computed.
- Alpha : The node returns a 4D vector. The alpha value of X and Y are preserved by the operation. The alpha value of X is used to blend the result of the operator with Y. The alpha value of X and Y and combined to compute the result's alpha.
- Mask : The third parameter "Mask" is used. The node returns a 4D vector. The Mask is used to blend the result of the operator with Y. The Mask and the alpha value of Y are combined to compute the result's alpha.
- Mask And Alpha : The third parameter "Mask" is used. The node returns a 4D vector. The Mask and alpha value of X are used to blend the result of the operator with Y. The Mask, the alpha value of X and the alpha value of Y are combined to compute the result's alpha.
Alpha Mode
Specifies how the alpha component of the result is computed. The alpha modes include :
- Default : For math operators, applies the operator as usual on the alpha component. For Blending operators, combines both alpha.
- Keep Alpha X : Uses X input alpha for output alpha.
- Keep Alpha Y : Uses Y input alpha for output alpha.
- Combine : Combines both alpha.
- Multiply : Multiplies both alpha.