> For the complete documentation index, see [llms.txt](https://docs.shadersource.io/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.shadersource.io/assets-and-plugins/texture-tools/how-to-use-5.4+/quick-tutorials/tutorial-blend-texture.md).

# Tutorial: Blend Texture

This guide provides a detailed walkthrough for using the **Blend Texture** job. This powerful utility allows you to combine two separate textures using a wide variety of professional blending modes, similar to layer blending in applications like Photoshop. It's perfect for adding grime to a wall, blending two different ground textures, or combining masks.

## 1. Setting Up the Blend Job

1. In the main **Texture Tools** window, click the **Add Job** button.
2. From the dropdown menu, select **Job: Blend Texture**.
3. A new "Blend Texture" job will be added to the job queue. Select it to see its properties in the Details panel.

<figure><img src="/files/MekkTsggVnwUOIPNZD63" alt=""><figcaption></figcaption></figure>

## 2. Providing Input Textures

The Blend Texture job requires two inputs, which you can provide in the **Input** viewport on the left side of the tool.

* **INPUT BASE TEXTURE:** This is the primary, bottom-layer texture.
* **INPUT BLEND TEXTURE:** This is the secondary texture that will be blended on top of the base.

Drag and drop your textures from the Content Browser into these two slots.

<figure><img src="/files/f2qtZYTZwFPrB1cb6rF1" alt=""><figcaption><p>Blending Diffuse with AO with Multiply</p></figcaption></figure>

## 3. Configuring the Blend

All the settings for this job are located in the **InputSettings** category in the Details panel.

### Blend Settings

This section controls the core blending operation.

* **Blend Mode:** This dropdown determines the mathematical formula used to combine the two textures. See the ["All Blend Modes Explained"](#id-4.-all-blend-modes-explained) section below for a detailed list.
* **Opacity Blend Mode:** This controls how the alpha channels (transparency) of the two textures are combined in the final output.
  * **None (Use Base Alpha):** Ignores the blend texture's alpha and just uses the alpha from the base texture.
  * **Add / Multiply:** Adds or multiplies the alpha channels, similar to the color blend modes.

<figure><img src="/files/yR58Cq6CNzs2UCp4Usmh" alt=""><figcaption></figcaption></figure>

### Base Texture & Blend Texture Settings

These two sections give you individual control over each texture before they are blended.

* **Channel:** Allows you to use the full RGB color or isolate a single channel (Red, Green, or Blue) from the texture for the blend operation. For example, you could blend only the red channel of a noise texture onto your base.
* **Tiling:** Sets a tiling factor for the texture. A value of `2.0` will make the texture tile twice within the same space.
* **Weight:** Controls the contribution or intensity of the texture in the final blend. A value of `1.0` is full strength, while `0.0` removes it completely.

## 4. All Blend Modes Explained

Here is a list of all available blend modes and a brief explanation of what they do.

| Blend Mode                        | Explanation                                                                       |
| --------------------------------- | --------------------------------------------------------------------------------- |
| **Add**                           | Adds the pixel values of both layers. Results in a brighter image.                |
| **Multiply**                      | Multiplies the pixel values. The result is always a darker image.                 |
| **Divide**                        | Divides the base layer by the blend layer. Can create strong brightening effects. |
| **Overlay**                       | A mix of Multiply and Screen. Darkens dark areas and lightens light areas.        |
| **Color Burn**                    | Darkens the base layer, increasing contrast between the two.                      |
| **Color Dodge**                   | Brightens the base layer, decreasing contrast between the two.                    |
| **Darken**                        | Compares the pixels in both layers and keeps the darker of the two.               |
| **Difference**                    | Subtracts the blend color from the base color. Black shows no change.             |
| **Exclusion**                     | Similar to Difference but with lower contrast.                                    |
| **Hard Light**                    | A combination of Multiply and Screen. A harsh, high-contrast light effect.        |
| **Lighten**                       | Compares the pixels in both layers and keeps the lighter of the two.              |
| **Linear Burn**                   | Darkens the base layer by decreasing its brightness.                              |
| **Linear Dodge**                  | Brightens the base layer by increasing its brightness.                            |
| **Linear Light**                  | A combination of Linear Burn and Linear Dodge.                                    |
| **Pin Light**                     | Replaces colors depending on the blend color. A very harsh effect.                |
| **Screen**                        | Multiplies the inverse of the pixel values. Results in a brighter image.          |
| **Soft Light**                    | A softer version of Hard Light. A more subtle, diffused light effect.             |
| **Blend Angle Corrected Normals** | A special mode specifically for correctly blending two normal maps together.      |

## 5. Generating the Blended Texture

1. Once you have configured your inputs and settings, ensure the **Blend Texture** job is selected in the job queue.
2. Click the main **Run Selected Job** button.
3. The tool will process the blend, The new texture asset will be saved to the path specified in the **GenerateSettings** category.
