Enum SpriteCardTextureChannel ​
Namespace: ValveResourceFormat.Renderer.Particles
Assembly: Renderer.dll
How a texture layer's sampled channels are reduced against the accumulated result of the layers before it.
public enum SpriteCardTextureChannelFields ​
SPRITECARD_TEXTURE_CHANNEL_MIX_RGB = 0
Colour from B.rgb, alpha from A.
SPRITECARD_TEXTURE_CHANNEL_MIX_RGBA = 1
Colour from B.rgb, alpha from B.a (standard).
SPRITECARD_TEXTURE_CHANNEL_MIX_A = 2
Colour from A, alpha from B.a.
SPRITECARD_TEXTURE_CHANNEL_MIX_RGB_A = 3
Colour from B.rgb, alpha from A.a * B.a.
SPRITECARD_TEXTURE_CHANNEL_MIX_RGB_ALPHAMASK = 4
B.rgb blended over A.rgb by B.a, keeping A's alpha.
SPRITECARD_TEXTURE_CHANNEL_MIX_RGB_RGBMASK = 5
B.rgb blended over A.rgb by B's luminance, keeping A's alpha.
SPRITECARD_TEXTURE_CHANNEL_MIX_RGBA_RGBALPHA = 6
Colour from B.rgb, alpha from B's luminance.
SPRITECARD_TEXTURE_CHANNEL_MIX_A_RGBALPHA = 7
Colour from A, alpha from B's luminance.
SPRITECARD_TEXTURE_CHANNEL_MIX_RGB_A_RGBALPHA = 8
Colour from B.rgb, alpha from A.a scaled by B's luminance.
SPRITECARD_TEXTURE_CHANNEL_MIX_R = 9
Colour from B's red channel, alpha from A.
SPRITECARD_TEXTURE_CHANNEL_MIX_G = 10
Colour from B's green channel, alpha from A.
SPRITECARD_TEXTURE_CHANNEL_MIX_B = 11
Colour from B's blue channel, alpha from A.
SPRITECARD_TEXTURE_CHANNEL_MIX_RALPHA = 12
B's red channel broadcast into colour and alpha alike.
SPRITECARD_TEXTURE_CHANNEL_MIX_GALPHA = 13
B's green channel broadcast into colour and alpha alike.
SPRITECARD_TEXTURE_CHANNEL_MIX_BALPHA = 14
B's blue channel broadcast into colour and alpha alike.
See Also ​
https://s2v.app/SchemaExplorer/cs2/particles/SpriteCardTextureChannel_t

