Add blend mode. For Canvas and WebGL. Where both shapes overlap the color is determined by adding color values.
Color blend mode. For Canvas only. Preserves the luma of the bottom layer, while adopting the hue and chroma of the top layer.
Color Burn blend mode. For Canvas only. Divides the inverted bottom layer by the top layer, and then inverts the result.
Color Dodge blend mode. For Canvas only. Divides the bottom layer by the inverted top layer.
Copy blend mode. For Canvas only. Only the new shape is shown.
Darken blend mode. For Canvas only. Retains the darkest pixels of both layers.
Destination-out blend mode. For Canvas only. The existing canvas is only kept where it overlaps the new shape. The new shape is drawn behind the canvas content.
Destination-in blend mode. For Canvas only. The existing canvas content is kept where both the new shape and existing canvas content overlap. Everything else is made transparent.
Destination-out blend mode. For Canvas only. The existing content is kept where it doesn't overlap the new shape.
Destination-over blend mode. For Canvas only. New shapes are drawn behind the existing canvas content.
Difference blend mode. For Canvas only. Subtracts the bottom layer from the top layer or the other way round to always get a positive value.
Alpha erase blend mode. For Canvas and WebGL.
Exclusion blend mode. For Canvas only. Like difference, but with lower contrast.
Hard Light blend mode. For Canvas only. A combination of multiply and screen like overlay, but with top and bottom layer swapped.
Hue blend mode. For Canvas only. Preserves the luma and chroma of the bottom layer, while adopting the hue of the top layer.
Lighten blend mode. For Canvas only. Retains the lightest pixels of both layers.
Lighten blend mode. For Canvas only. Where both shapes overlap the color is determined by adding color values.
Luminosity blend mode. For Canvas only. Preserves the hue and chroma of the bottom layer, while adopting the luma of the top layer.
Multiply blend mode. For Canvas and WebGL. The pixels are of the top layer are multiplied with the corresponding pixel of the bottom layer. A darker picture is the result.
Normal blend mode. For Canvas and WebGL. This is the default setting and draws new shapes on top of the existing canvas content.
Overlay blend mode. For Canvas only. A combination of multiply and screen. Dark parts on the base layer become darker, and light parts become lighter.
Saturation blend mode. For Canvas only. Preserves the luma and hue of the bottom layer, while adopting the chroma of the top layer.
Screen blend mode. For Canvas and WebGL. The pixels are inverted, multiplied, and inverted again. A lighter picture is the result (opposite of multiply)
Skips the Blend Mode check in the renderer.
Soft Light blend mode. For Canvas only. A softer version of hard-light. Pure black or white does not result in pure black or white.
Source-out blend mode. For Canvas only. The new shape is only drawn where it overlaps the existing canvas content.
Source-in blend mode. For Canvas only. The new shape is drawn only where both the new shape and the destination canvas overlap. Everything else is made transparent.
Source-out blend mode. For Canvas only. The new shape is drawn where it doesn't overlap the existing canvas content.
Xor blend mode. For Canvas only. Shapes are made transparent where both overlap and drawn normal everywhere else.