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]