How to use the CustomBlending function from three
Find comprehensive JavaScript three.CustomBlending code examples handpicked from public code repositorys.
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} // Blending depends on output, only want a THREE.CustomBlending when showing SAO if ( this.params.output === 0 ) { outputMaterial.blending = THREE.CustomBlending; } else { outputMaterial.blending = THREE.NoBlending;
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blending: THREE.NoBlending } ); this.materialCopy.transparent = true; this.materialCopy.depthTest = false; this.materialCopy.depthWrite = false; this.materialCopy.blending = THREE.CustomBlending; this.materialCopy.blendSrc = THREE.DstColorFactor; this.materialCopy.blendDst = THREE.ZeroFactor; this.materialCopy.blendEquation = THREE.AddEquation; this.materialCopy.blendSrcAlpha = THREE.DstAlphaFactor;
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NoBlending: THREE.NoBlending, NormalBlending: THREE.NormalBlending, AdditiveBlending: THREE.AdditiveBlending, SubtractiveBlending: THREE.SubtractiveBlending, MultiplyBlending: THREE.MultiplyBlending, CustomBlending: THREE.CustomBlending }; var _color = new THREE.Color(); var _textureLoader = new THREE.TextureLoader();
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case SSAOPass.OUTPUT.Default: this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture; this.copyMaterial.blending = three_1.NoBlending; this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer); this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget.texture; this.copyMaterial.blending = three_1.CustomBlending; this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer); break; default: console.warn('THREE.SSAOPass: Unknown output type.');
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const planeMat = new THREE.MeshBasicMaterial({ color: 0x111213, transparent: true, opacity: 0.1 }); planeMat.blending = THREE.CustomBlending; planeMat.blendSrc = THREE.OneFactor; planeMat.blendDst = THREE.OneFactor; planeMat.blendEquation = THREE.ReverseSubtractEquation; const fadePlane = new THREE.Mesh(planeGeo, planeMat);
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camera.top * 8 ); const fadeMaterial = new THREE.MeshBasicMaterial({ color: fadeColor, }); fadeMaterial.blending = THREE.CustomBlending; fadeMaterial.blendSrc = THREE.OneFactor; fadeMaterial.blendDst = THREE.OneFactor; fadeMaterial.blendEquation = THREE.ReverseSubtractEquation; const fadePlane = new THREE.Mesh(fadeGeometry, fadeMaterial);
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params.emissive = new three_1.Color().fromArray(material.ambient); params.transparent = params.opacity !== 1.0; // params.fog = true; // blend params.blending = three_1.CustomBlending; params.blendSrc = three_1.SrcAlphaFactor; params.blendDst = three_1.OneMinusSrcAlphaFactor; params.blendSrcAlpha = three_1.SrcAlphaFactor; params.blendDstAlpha = three_1.DstAlphaFactor;
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blending: three_1.NoBlending, }); this.materialCopy.transparent = true; this.materialCopy.depthTest = false; this.materialCopy.depthWrite = false; this.materialCopy.blending = three_1.CustomBlending; this.materialCopy.blendSrc = three_1.DstColorFactor; this.materialCopy.blendDst = three_1.ZeroFactor; this.materialCopy.blendEquation = three_1.AddEquation; this.materialCopy.blendSrcAlpha = three_1.DstAlphaFactor;
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texture.magFilter = THREE.NearestFilter texture.minFilter = THREE.NearestFilter // map texture to material, keep transparency and fix transparent z-fighting var mat = new THREE.MeshLambertMaterial({map: texture, transparent: true, alphaTest: 0.5}) mat.blending = THREE.CustomBlending mat.blendSrc = THREE.OneFactor mat.blendDst = THREE.OneMinusSrcAlphaFactor materials.push(mat)
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three.Vector3 is the most popular function in three (22341 examples)