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Rendering

Blend Mode

How a material combines with what is behind it

Also known as: Material blend mode · Opaque vs Masked vs Translucent · Opacity mask · Masked material · Translucent material

Definition

A material's Blend Mode in Unreal Engine decides how its output is combined with the pixels already drawn behind it. The common modes are Opaque, Masked, which cuts pixels fully on or off using an Opacity Mask, and Translucent, which blends smoothly by opacity. Epic's documentation also lists Additive, Modulate, Alpha Composite and Alpha Holdout. Opaque is the default and the cheapest, so choosing another mode is a trade of quality against cost.

In production

Use Opaque for almost everything. Use Masked for leaves, fences and hair cards, where each pixel is either there or not, and Translucent for glass, smoke and water, where partial transparency is needed. Translucent surfaces are sorted, do not write depth the way opaque ones do, and overlap so that pixels are shaded several times, which makes them expensive. If a translucent material costs too much, check whether Masked or a dithered opacity could do the job.

Tools that use Blend Mode

See also

Further reading