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Shared blend modes documentation

Björn Ritzl 5 лет назад
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ac640a1b52

+ 1 - 10
docs/en/manuals/label.md

@@ -66,16 +66,7 @@ Note that the default material has shadow rendering disabled for performance rea
 : The material to use for rendering this label. Make sure to select a material that is created for the font type that you use (bitmap, distance field or BMFont).
 
 ### Blend modes
-The *Blend Mode* property defines how the sprite should be blended with the graphics behind it. These are the available blend modes and how they are calculated:
-
-Alpha
-: Normal blending: a~0~ * rgb~0~ + (1 - a~0~) * rgb~1~
-
-Add
-: Brighten the background with the color values of the corresponding sprite pixels: rgb~0~ + rgb~1~
-
-Multiply
-: Darken the background with values of the the corresponding sprite pixels: rgb~0~ * rgb~1~
+:[blend-modes](../shared/blend-modes.md)
 
 ### Pivot and alignment
 

+ 1 - 11
docs/en/manuals/particlefx.md

@@ -121,17 +121,7 @@ Stretch With Velocity
 : Check to scale any particle stretch in the direction of movement.
 
 ### Blend modes
-
-The *Blend Mode* property defines how the particles should be blended with the graphics behind it. These are the available blend modes and how they are calculated:
-
-Alpha
-: Normal blending: a~0~ * rgb~0~ + (1 - a~0~) * rgb~1~
-
-Add
-: Brighten the background with the color values of the corresponding particle pixels: rgb~0~ + rgb~1~
-
-Multiply
-: Darken the background with values of the the corresponding particle pixels: rgb~0~ * rgb~1~
+:[blend-modes](../shared/blend-modes.md)
 
 ## Keyable emitter properties
 

+ 3 - 0
docs/en/manuals/spinemodel.md

@@ -38,6 +38,9 @@ You should now be able to view your Spine model in the editor:
 
 ![Spine model in editor](images/spinemodel/spinemodel.png){srcset="images/spinemodel/[email protected] 2x"}
 
+### Blend modes
+:[blend-modes](../shared/blend-modes.md)
+
 ## Runtime manipulation
 
 You can manipulate spine models in runtime through a number of different functions and properties (refer to the [API docs for usage](/ref/spine/)).

+ 1 - 10
docs/en/manuals/sprite.md

@@ -28,16 +28,7 @@ Apart from the properties *Id*, *Position* and *Rotation* the following componen
 : The blend mode to use when rendering the sprite.
 
 ### Blend modes
-The *Blend Mode* property defines how the sprite should be blended with the graphics behind it. These are the available blend modes and how they are calculated:
-
-Alpha
-: Normal blending: a~0~ * rgb~0~ + (1 - a~0~) * rgb~1~
-
-Add
-: Brighten the background with the color values of the corresponding sprite pixels: rgb~0~ + rgb~1~
-
-Multiply
-: Darken the background with values of the the corresponding sprite pixels: rgb~0~ * rgb~1~
+:[blend-modes](../shared/blend-modes.md)
 
 ## Runtime manipulation
 

+ 1 - 10
docs/en/manuals/tilemap.md

@@ -77,16 +77,7 @@ Apart from the properties *Id*, *Position*, *Rotation* and *Scale* the following
 : The blend mode to use when rendering the tilemap.
 
 ### Blend modes
-The *Blend Mode* property defines how the sprite should be blended with the graphics behind it. These are the available blend modes and how they are calculated:
-
-Alpha
-: Normal blending: a~0~ * rgb~0~ + (1 - a~0~) * rgb~1~
-
-Add
-: Brighten the background with the color values of the corresponding sprite pixels: rgb~0~ + rgb~1~
-
-Multiply
-: Darken the background with values of the the corresponding sprite pixels: rgb~0~ * rgb~1~
+:[blend-modes](../shared/blend-modes.md)
 
 ### Changing properties
 

+ 10 - 0
docs/en/shared/blend-modes.md

@@ -0,0 +1,10 @@
+The *Blend Mode* property defines how the component graphics should be blended with the graphics behind it. These are the available blend modes and how they are calculated:
+
+Alpha
+: Normal blending: a~0~ * rgb~0~ + (1 - a~0~) * rgb~1~
+
+Add
+: Brighten the background with the color values of the corresponding pixels of the component: rgb~0~ + rgb~1~
+
+Multiply
+: Darken the background with values of the the corresponding pixels of the component: rgb~0~ * rgb~1~