So here’s a small thing that may help some folks out. Ages ago, while researching how Photoshop blend modes work behind the scenes, I stumbled across this fantastic demo on Shadertoy and have kept it bookmarked since. Recently, I wanted to do some overlay blending in Unity, so went back to the Shadertoy example and did a quick port to the .cginc file below:
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#ifndef PHOTOSHOP_BLENDMODES_INCLUDED #define PHOTOSHOP_BLENDMODES_INCLUDED // // Ported from https://www.shadertoy.com/view/XdS3RW // // Original License: // // Creative Commons CC0 1.0 Universal (CC-0) // // 25 of the layer blending modes from Photoshop. // // The ones I couldn't figure out are from Nvidia's advanced blend equations extension spec - // http://www.opengl.org/registry/specs/NV/blend_equation_advanced.txt // // ~bj.2013 // // Helpers const fixed3 l = fixed3(0.3, 0.59, 0.11); /** @private */ float pinLight(float s, float d) { return (2.0*s - 1.0 > d) ? 2.0*s - 1.0 : (s < 0.5 * d) ? 2.0*s : d; } /** @private */ float vividLight(float s, float d) { return (s < 0.5) ? 1.0 - (1.0 - d) / (2.0 * s) : d / (2.0 * (1.0 - s)); } /** @private */ float hardLight(float s, float d) { return (s < 0.5) ? 2.0*s*d : 1.0 - 2.0*(1.0 - s)*(1.0 - d); } /** @private */ float softLight(float s, float d) { return (s < 0.5) ? d - (1.0 - 2.0*s)*d*(1.0 - d) : (d < 0.25) ? d + (2.0*s - 1.0)*d*((16.0*d - 12.0)*d + 3.0) : d + (2.0*s - 1.0) * (sqrt(d) - d); } /** @private */ float overlay( float s, float d ) { return (d < 0.5) ? 2.0*s*d : 1.0 - 2.0*(1.0 - s)*(1.0 - d); } // rgb<-->hsv functions by Sam Hocevar // http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl /** @private */ fixed3 rgb2hsv(fixed3 c) { fixed4 K = fixed4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); fixed4 p = lerp(fixed4(c.bg, K.wz), fixed4(c.gb, K.xy), step(c.b, c.g)); fixed4 q = lerp(fixed4(p.xyw, c.r), fixed4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return fixed3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } /** @private */ fixed3 hsv2rgb(fixed3 c) { fixed4 K = fixed4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); fixed3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); return c.z * lerp(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } // Public API Blend Modes fixed3 ColorBurn(fixed3 s, fixed3 d) { return 1.0 - (1.0 - d) / s; } fixed3 LinearBurn(fixed3 s, fixed3 d ) { return s + d - 1.0; } fixed3 DarkerColor(fixed3 s, fixed3 d) { return (s.x + s.y + s.z < d.x + d.y + d.z) ? s : d; } fixed3 Lighten(fixed3 s, fixed3 d) { return max(s, d); } fixed3 Screen(fixed3 s, fixed3 d) { return s + d - s * d; } fixed3 ColorDodge(fixed3 s, fixed3 d) { return d / (1.0 - s); } fixed3 LinearDodge(fixed3 s, fixed3 d) { return s + d; } fixed3 LighterColor(fixed3 s, fixed3 d) { return (s.x + s.y + s.z > d.x + d.y + d.z) ? s : d; } fixed3 Overlay(fixed3 s, fixed3 d) { fixed3 c; c.x = overlay(s.x, d.x); c.y = overlay(s.y, d.y); c.z = overlay(s.z, d.z); return c; } fixed3 SoftLight(fixed3 s, fixed3 d) { fixed3 c; c.x = softLight(s.x, d.x); c.y = softLight(s.y, d.y); c.z = softLight(s.z, d.z); return c; } fixed3 HardLight(fixed3 s, fixed3 d) { fixed3 c; c.x = hardLight(s.x, d.x); c.y = hardLight(s.y, d.y); c.z = hardLight(s.z, d.z); return c; } fixed3 VividLight(fixed3 s, fixed3 d) { fixed3 c; c.x = vividLight(s.x, d.x); c.y = vividLight(s.y, d.y); c.z = vividLight(s.z, d.z); return c; } fixed3 LinearLight(fixed3 s, fixed3 d) { return 2.0*s + d - 1.0; } fixed3 PinLight(fixed3 s, fixed3 d) { fixed3 c; c.x = pinLight(s.x, d.x); c.y = pinLight(s.y, d.y); c.z = pinLight(s.z, d.z); return c; } fixed3 HardMix(fixed3 s, fixed3 d) { return floor(s+d); } fixed3 Difference(fixed3 s, fixed3 d) { return abs(d-s); } fixed3 Exclusion(fixed3 s, fixed3 d) { return s + d - 2.0*s*d; } fixed3 Subtract(fixed3 s, fixed3 d) { return s-d; } fixed3 Divide(fixed3 s, fixed3 d) { return s/d; } fixed3 Add(fixed3 s, fixed3 d) { return s+d; } fixed3 Hue(fixed3 s, fixed3 d) { d = rgb2hsv(d); d.x = rgb2hsv(s).x; return hsv2rgb(d); } fixed3 Color(fixed3 s, fixed3 d) { s = rgb2hsv(s); s.z = rgb2hsv(d).z; return hsv2rgb(s); } fixed3 Saturation(fixed3 s, fixed3 d) { d = rgb2hsv(d); d.y = rgb2hsv(s).y; return hsv2rgb(d); } fixed3 Luminosity(fixed3 s, fixed3 d) { float dLum = dot(d, l); float sLum = dot(s, l); float lum = sLum - dLum; fixed3 c = d + lum; float minC = min(min(c.x, c.y), c.z); float maxC = max(max(c.x, c.y), c.z); if(minC < 0.0) return sLum + ((c - sLum) * sLum) / (sLum - minC); else if(maxC > 1.0) return sLum + ((c - sLum) * (1.0 - sLum)) / (maxC - sLum); else return c; } #endif // PHOTOSHOP_BLENDMODES_INCLUDED |
Usage should be fairly self explanatory, but here’s a quick Overlay shader example:
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Shader "Blendmodes/Overlay" { Properties { _MainTex ("Texture", 2D) = "white" {} _BlendTex ("Blend Texture", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "Assets/Path/To/PhotoshopBlendModes.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _BlendTex; sampler2D _MainTex; float4 _MainTex_ST; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 mainColor = tex2D(_MainTex, i.uv); fixed4 blendColor = tex2D(_BlendTex, i.uv); // perform blend mainColor.xyz = Overlay(mainColor.xyz, blendColor.xyz); return mainColor; } ENDCG } } } |
Using these two images (which I just happened to find in my Dropbox directory so I’m claiming ownership) can produce all the effects in the picture at the top of this page (left-to-right top-to-bottom: Add, ColorBurn, ColorDodge, DarkerColor, Difference, Divide, Exclusion, HardLight, HardMix, Lighten, LighterColor, LinearBurn, LinearDodge, LinearLight, Overlay, PinLight, Screen, SoftLight, Subtract, and VividLight).
I left off the blends Hue, Color, Saturation, and Luminosity simply because they were a little more expensive and I wasn’t interested at the time. Feel free to add them back in – easy enough to do.
Enjoy.
Edit:
Just for the sake of completion, I’ve added the Hue, Color, Saturation, and Luminosity blend modes. Keep in mind, to simplify usage of these, you may only need to add a _Color property to your shader rather than a _BlendTex like in the example above.
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