Factorio Prototype DocsVersion 1.1.107

BlendMode :: union

Determines how sprites/animations should blend with the background. The possible values are listed below.

Note that in most of Factorio it is assumed colors are in alpha pre-multiplied format, see FFF #172 - Blending and Rendering. Sprites get pre-multiplied when loaded, unless premul_alpha is set to false on the sprite/animation itself. Since generating mipmaps doesn't respect premul_alpha, lower mipmap levels will be in pre-multiplied format regardless.

Union members

"normal"

The result color is determined with the following formula: Result = Active_RGB + Background_RGB * ( 1 - Active_Alpha ). Note that this is alpha blending with an assumption that Active_RGB is already pre-multiplied with Active_Alpha.

"additive"

The result color is determined with the following formula: Result = Active_RGB + Background_RGB

"additive-soft"

The result color is determined with the following formula: Result = Active_RGB * ( 1 - Background_RGB ) + Background_RGB

"multiplicative"

The result color is determined with the following formula: Result = Active_RGB * Background_RGB

"multiplicative-with-alpha"

The result color is determined with the following formula: Result = Active_RGB * Background_RGB * Active_Alpha + Background_RGB * ( 1 - Active_Alpha )

"overwrite"

The result color is determined with the following formula: Result = Active_RGBA or Background_RGBA

Prototypes

Types