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.SrcAlphaSaturateFactor
를 제외하고 표적 인자로 사용할 수 있습니다
[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]