Enum ParticleTextureLayerBlendType ​
Namespace: ValveResourceFormat.Renderer.Particles
Assembly: Renderer.dll
How a texture layer, once reduced by its , is combined with the accumulated result of the layers before it.
public enum ParticleTextureLayerBlendTypeFields ​
SPRITECARD_TEXTURE_BLEND_MULTIPLY = 0
accumulator * layer.
SPRITECARD_TEXTURE_BLEND_MOD2X = 1
accumulator * layer * 2, so that 0.5 in the layer is neutral.
SPRITECARD_TEXTURE_BLEND_REPLACE = 2
The layer replaces the accumulator outright.
SPRITECARD_TEXTURE_BLEND_ADD = 3
accumulator + layer.
SPRITECARD_TEXTURE_BLEND_SUBTRACT = 4
accumulator - layer.
SPRITECARD_TEXTURE_BLEND_AVERAGE = 5
The mean of the accumulator and the layer.
SPRITECARD_TEXTURE_BLEND_LUMINANCE = 6
The accumulator scaled by the layer's luminance, keeping the layer's alpha.
Remarks ​
The accumulator starts at white, so with a single layer MULTIPLY is the identity and the other modes operate against 1 rather than against another texture.
See Also ​
https://s2v.app/SchemaExplorer/cs2/particles/ParticleTextureLayerBlendType_t

