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6		<title>BlendOperation</title>
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10		<h1>&lt;BlendOperation&gt;</h1>
11		<h2>Description</h2>
12		<p>
13            The bender.
14            </p>
15		<h2>Attributes</h2>
16		<table class="arguments">
17<thead><tr><td>Type</td><td>Attributes</td><td>Description</td></tr></thead><tr><td>LogicOperationCtr</td><th>LogicOperation</th><td>
18            Calculation method used for logical operations.
19            </td></tr><tr><td>BlendModeCtr</td><th><CODE>Mode</CODE></th><td>
20            The process used for blending.
21            </td></tr></table>
22		<h2>LogicOperationCtr Enumerated Type</h2>
23		<table class="arguments">
24<thead><tr><td>Value</td><td>Description</td></tr></thead><tr><th><CODE>Clear</CODE></th><td>
25            Sets all bits to 0.
26            </td></tr><tr><th><CODE>Copy</CODE></th><td>
27            Takes the bit values of the source color.
28            </td></tr><tr><th>NoOp</th><td>
29            Takes the bit values of the destination color.
30            </td></tr><tr><th><CODE>Set</CODE></th><td>
31            Sets all bits to 1.
32            </td></tr><tr><th>CopyInverted</th><td>
33            Takes the inverted bit values of the source color.
34            </td></tr><tr><th>Invert</th><td>
35            Takes the inverted values of the destination color.
36            </td></tr><tr><th>AndReverse</th><td>
37            Takes the logical product of the source color and inverse bit values of the destination color.
38            </td></tr><tr><th>OrReverse</th><td>
39            Takes the logical sum of the source color and inverse bit values of the destination color.
40            </td></tr><tr><th>And</th><td>
41            Takes the logical AND of the source color and destination color.
42            </td></tr><tr><th>Or</th><td>
43            Takes the logical OR of the source color and destination color.
44            </td></tr><tr><th>Nand</th><td>
45            Takes the inverse bit values of the logical AND of the source color and destination color.
46            </td></tr><tr><th>Nor</th><td>
47            Takes the inverse bit values of the logical OR of the source color and destination color.
48            </td></tr><tr><th>Xor</th><td>
49            Takes the exclusive OR of the source color and destination color.
50            </td></tr><tr><th>Equiv</th><td>
51            Takes the inverse bit values of the exclusvie OR of the source color and destination color.
52            </td></tr><tr><th>AndInverted</th><td>
53            Takes the logical AND of the inverse bit values of the source color and the destination color.
54            </td></tr><tr><th>OrInverted</th><td>
55            Takes the logical OR of the inverse bit values of the source color and the destination color.
56            </td></tr></table>
57		<h2>BlendModeCtr Enumerated Type</h2>
58		<table class="arguments">
59<thead><tr><td>Value</td><td>Description</td></tr></thead><tr><th>NotUsed</th><td>
60            Performs neither blending nor logical operations.
61            </td></tr><tr><th><CODE>Blend</CODE></th><td>
62            Use blending.
63            </td></tr><tr><th>SeparateBlend</th><td>
64            Use separate mode blending.
65            </td></tr><tr><th>Logic</th><td>
66            Use logical operations.
67            </td></tr></table>
68
69<h2>Example Output</h2>
70
71<table>
72<tr>
73<td><pre>
74&lt;Materials&gt;<br>
75    &lt;MaterialCtr Name=&quot;lambert2&quot; IsCompressible=&quot;true&quot; IsFragmentLightEnabled=&quot;true&quot; IsVertexLightEnabled=&quot;false&quot; IsHemiSphereLightEnabled=&quot;false&quot; IsHemiSphereOcclusionEnabled=&quot;false&quot; IsFogEnabled=&quot;false&quot; TextureCoordinateConfig=&quot;Config0120&quot; TranslucencyKind=&quot;Opaque&quot; ShaderProgramDescriptionIndex=&quot;-1&quot; ShaderBinaryKind=&quot;Default&quot;&gt;<br>
76        &lt;ShaderReference /&gt;<br>
77        &lt;MaterialColor VertexColorScale=&quot;1&quot;&gt;<br>
78            &lt;Emission R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;0&quot; /&gt;<br>
79            &lt;Ambient R=&quot;1&quot; G=&quot;1&quot; B=&quot;1&quot; A=&quot;0&quot; /&gt;<br>
80            &lt;Diffuse R=&quot;1&quot; G=&quot;1&quot; B=&quot;1&quot; A=&quot;1&quot; /&gt;<br>
81            &lt;Specular0 R=&quot;1&quot; G=&quot;1&quot; B=&quot;1&quot; A=&quot;0&quot; /&gt;<br>
82            &lt;Specular1 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;0&quot; /&gt;<br>
83            &lt;Constant0 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
84            &lt;Constant1 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
85            &lt;Constant2 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
86            &lt;Constant3 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
87            &lt;Constant1 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
88            &lt;Constant5 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
89        &lt;/MaterialColor&gt;<br>
90        &lt;Rasterization CullingMode=&quot;BackFace&quot; IsPolygonOffsetEnabled=&quot;false&quot; PolygonOffsetFactor=&quot;0&quot; PolygonOffsetUnit=&quot;0&quot; /&gt;<br>
91        &lt;TextureCoordinators&gt;<br>
92            &lt;TextureCoordinatorCtr SourceCoordinate=&quot;0&quot; MappingMethod=&quot;UvCoordinateMap&quot; ReferenceCamera=&quot;0&quot; MatrixMode=&quot;DccMaya&quot; ScaleS=&quot;1&quot; ScaleT=&quot;1&quot; Rotate=&quot;0&quot; TranslateS=&quot;0&quot; TranslateT=&quot;0&quot; /&gt;<br>
93        &lt;/TextureCoordinators&gt;<br>
94        &lt;TextureMappers&gt;<br>
95            &lt;PixelBasedTextureMapperCtr&gt;<br>
96                &lt;TextureReference&gt;Textures[&quot;Number.1&quot;]@file:Textures/Number.1.ctex&lt;/TextureReference&gt;<br>
97                &lt;StandardTextureSamplerCtr MinFilter=&quot;Linear&quot; MagFilter=&quot;Linear&quot; WrapS=&quot;Repeat&quot; WrapT=&quot;Repeat&quot; MinLod=&quot;0&quot; LodBias=&quot;0&quot;&gt;<br>
98                    &lt;BorderColor R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
99                &lt;/StandardTextureSamplerCtr&gt;<br>
100            &lt;/PixelBasedTextureMapperCtr&gt;<br>
101        &lt;/TextureMappers&gt;<br>
102        &lt;FragmentShader LayerConfig=&quot;ConfigurationType0&quot;&gt;<br>
103            &lt;BufferColor R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
104            &lt;FragmentBump BumpTextureIndex=&quot;Texture0&quot; BumpMode=&quot;NotUsed&quot; IsBumpRenormalize=&quot;false&quot; /&gt;<br>
105            &lt;FragmentLighting FresnelConfig=&quot;No&quot; IsClampHighLight=&quot;false&quot; IsDistribution0Enabled=&quot;false&quot; IsDistribution1Enabled=&quot;false&quot; IsGeometricFactor0Enabled=&quot;false&quot; IsGeometricFactor1Enabled=&quot;false&quot; IsReflectionEnabled=&quot;false&quot; /&gt;<br>
106            &lt;FragmentLightingTable&gt;<br>
107                &lt;ReflectanceRSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
108                    &lt;NullLookupTableCtr /&gt;<br>
109                &lt;/ReflectanceRSampler&gt;<br>
110                &lt;ReflectanceGSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
111                    &lt;NullLookupTableCtr /&gt;<br>
112                &lt;/ReflectanceGSampler&gt;<br>
113                &lt;ReflectanceBSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
114                    &lt;NullLookupTableCtr /&gt;<br>
115                &lt;/ReflectanceBSampler&gt;<br>
116                &lt;Distribution0Sampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
117                    &lt;NullLookupTableCtr /&gt;<br>
118                &lt;/Distribution0Sampler&gt;<br>
119                &lt;Distribution1Sampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
120                    &lt;NullLookupTableCtr /&gt;<br>
121                &lt;/Distribution1Sampler&gt;<br>
122                &lt;FresnelSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
123                    &lt;NullLookupTableCtr /&gt;<br>
124                &lt;/FresnelSampler&gt;<br>
125            &lt;/FragmentLightingTable&gt;<br>
126            &lt;TextureCombiners&gt;<br>
127                &lt;TextureCombinerCtr CombineRgb=&quot;Modulate&quot; CombineAlpha=&quot;Modulate&quot; ScaleRgb=&quot;One&quot; ScaleAlpha=&quot;One&quot; Constant=&quot;Constant0&quot; BufferInputRgb=&quot;PreviousBuffer&quot; BufferInputAlpha=&quot;PreviousBuffer&quot;&gt;<br>
128                    &lt;SourceRgb Source0=&quot;FragmentPrimaryColor&quot; Source1=&quot;Texture0&quot; Source2=&quot;Constant&quot; /&gt;<br>
129                    &lt;OperandRgb Operand0=&quot;Color&quot; Operand1=&quot;Color&quot; Operand2=&quot;Color&quot; /&gt;<br>
130                    &lt;SourceAlpha Source0=&quot;PrimaryColor&quot; Source1=&quot;Texture0&quot; Source2=&quot;Constant&quot; /&gt;<br>
131                    &lt;OperandAlpha Operand0=&quot;Alpha&quot; Operand1=&quot;Alpha&quot; Operand2=&quot;Alpha&quot; /&gt;<br>
132                &lt;/TextureCombinerCtr&gt;<br>
133            &lt;/TextureCombiners&gt;<br>
134            &lt;AlphaTest IsTestEnabled=&quot;false&quot; TestFunction=&quot;Always&quot; TestReference=&quot;0&quot; /&gt;<br>
135        &lt;/FragmentShader&gt;<br>
136        &lt;FragmentOperation&gt;<br>
137            &lt;DepthOperation IsTestEnabled=&quot;true&quot; TestFunction=&quot;Less&quot; IsMaskEnabled=&quot;true&quot; /&gt;<br>
138            <strong>&lt;BlendOperation Mode=&quot;NotUsed&quot; LogicOperation=&quot;Copy&quot;&gt;</strong><br>
139                &lt;RgbParameter BlendFunctionSource=&quot;SourceAlpha&quot; BlendFunctionDestination=&quot;OneMinusSourceAlpha&quot; BlendEquation=&quot;FuncAdd&quot; /&gt;<br>
140                &lt;AlphaParameter BlendFunctionSource=&quot;One&quot; BlendFunctionDestination=&quot;Zero&quot; BlendEquation=&quot;FuncAdd&quot; /&gt;<br>
141                &lt;BlendColor R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
142            <strong>&lt;/BlendOperation&gt;</strong><br>
143        &lt;/FragmentOperation&gt;<br>
144    &lt;/MaterialCtr&gt;<br>
145&lt;/Materials&gt;<br>
146</pre></td>
147</tr></table>
148	<hr><p>CONFIDENTIAL</p></body>
149</html>