---
title: Material Blend Modes
source: https://dev.epicgames.com/documentation/en-us/unreal-engine/material-blend-modes-in-unreal-engine
version: Unreal Engine 5.8 Documentation
fetched: 2026-10-11
note: 原文摘录（英文要点），供 wiki 引用；非全文
---

# Material Blend Modes

- How the material (Source) combines with frame buffer (Destination).
- Opaque: light neither passes nor penetrates. Masked: binary visibility via Opacity Mask and Opacity Mask Clip Value (not designed for runtime change); culled pixels don't draw → no reflections there, but GPU savings.
- Translucent: varying opacity; "do not currently support specularity" (can fake with cubemap). Additive: adds to background, no darkening; hard to see on bright backgrounds → AlphaComposite. Modulate: multiply; no lighting or Separate Translucency. AlphaComposite: premultiplied alpha. AlphaHoldout: punches hole through translucent/additive/modulate/alphacomposite objects behind (not Opaque); Unlit required.
- Formulas: Opaque = Src (lit). Masked = Src if OpacityMask > Clip else discard (lit). Translucent = Src*Opacity + Dst*(1-Opacity) (NOT compatible with dynamic lighting per table). Additive = Src + Dst. Modulate = Src x Dst. AlphaComposite = Src + Dst*(1-SrcOpacity). AlphaHoldout = Dst*(1-SrcOpacity).
- Note: material domain (Surface, Deferred Decal, Post Process, UI, etc.) is not covered by these fetched pages; the Material Properties page could not be fetched.
