Funzionano con tutti i tipi di materiale. Impostare prima la modalità blending del materiale su THREE.CustomBlending, poi impostare l'equazione di blending desiderata, il fattore sorgente (Source Factor) e quello di destinazione (Destination Factor).
		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
		
		
      Tutti questi fattori di origine sono validi come fattori di destinazione ad eccezione di THREE.SrcAlphaSaturateFactor
		
[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]