모든 재질 타입에 사용할 수 있습니다. 먼저 THREE.CustomBlending에 머티리얼의 혼합 모드를 설정하고, 필요한 혼합방정식, 소스 인자, 표적 인자를 추가합니다.
		const material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
		material.blending = THREE.CustomBlending;
		material.blendEquation = THREE.AddEquation; //default
		material.blendSrc = THREE.SrcAlphaFactor; //default
		material.blendDst = THREE.OneMinusSrcAlphaFactor; //default
		
		[example:webgl_materials_blending_custom materials / blending / custom ]
		THREE.AddEquation
		THREE.SubtractEquation
		THREE.ReverseSubtractEquation
		THREE.MinEquation
		THREE.MaxEquation
		
		
		THREE.ZeroFactor
		THREE.OneFactor
		THREE.SrcColorFactor
		THREE.OneMinusSrcColorFactor
		THREE.SrcAlphaFactor
		THREE.OneMinusSrcAlphaFactor
		THREE.DstAlphaFactor
		THREE.OneMinusDstAlphaFactor
		THREE.DstColorFactor
		THREE.OneMinusDstColorFactor
		THREE.SrcAlphaSaturateFactor
		
		
			모든 소스 인자는 THREE.SrcAlphaSaturateFactor를 제외하고 표적 인자로 사용할 수 있습니다
		
[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]