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Masterselects ships 37 blend modes, all implemented in a single WGSL composite shader. Every mode uses the same GPU pass regardless of complexity — choosing Luminosity has no more performance impact than Normal.
Blend modes run in a single WGSL pass per layer. There is no performance penalty for using complex modes like Vivid Light or Luminosity compared to Normal.

Setting a blend mode

Select a clip, open the Properties panel, and choose a mode from the Blend Mode dropdown. You can also cycle through modes from the keyboard:
  • + (or Numpad+, Shift+=) — cycle forward
  • - (or Numpad-) — cycle backward

Mode reference

Normal group

ModeDescription
NormalStandard alpha compositing
DissolveRandom pixel dithering based on opacity
Dancing DissolveAnimated dithering with time variation

Darken group

ModeDescription
DarkenTakes the minimum of base and blend per channel
MultiplyMultiplies RGB channels — darkens without clipping
Color BurnIncreases contrast in the shadows
Classic Color BurnAlternative Color Burn formula
Linear Burnmax(base + blend − 1, 0)
Darker ColorPicks whichever pixel is darker by luminosity

Lighten group

ModeDescription
AddClamped addition (same as Linear Dodge)
LightenTakes the maximum of base and blend per channel
Screen1 − (1 − base) × (1 − blend) — brightens without clipping
Color DodgeReduces contrast in highlights
Classic Color DodgeAlternative Color Dodge formula
Linear DodgeIdentical to Add
Lighter ColorPicks whichever pixel is lighter by luminosity

Contrast group

ModeDescription
OverlayMultiply where base is dark, Screen where base is light
Soft LightA softer version of Overlay
Hard LightBased on blend value rather than base value
Linear Lightclamp(base + 2 × blend − 1, 0, 1)
Vivid LightConditional dodge/burn depending on blend value
Pin LightMin/max blend based on threshold
Hard MixBinary threshold — result is 0 or 1 per channel

Inversion group

ModeDescription
DifferenceAbsolute difference between base and blend
Classic DifferenceSame formula as Difference
Exclusionbase + blend − 2 × base × blend — lower contrast than Difference
Subtractmax(base − blend, 0)
Dividebase / max(blend, 0.001)

Component group

Component modes decompose color into perceptual attributes. These use HSL calculations and are computationally equivalent to the other modes in the WGSL shader.
ModeDescription
HueApplies blend hue with base saturation and luminosity
SaturationApplies blend saturation with base hue and luminosity
ColorApplies blend hue and saturation with base luminosity
LuminosityApplies blend luminosity with base hue and saturation

Stencil and Silhouette modes

These modes use the blend layer as a mask rather than a color source, making them useful for cutout and matte compositions.
ModeDescription
Stencil AlphaUses blend layer alpha as opacity
Stencil LumaUses blend layer luminosity as opacity
Silhouette AlphaInverted blend layer alpha
Silhouette LumaInverted blend layer luminosity
Alpha AddAdditive alpha blending
Use Stencil Alpha to knock out a layer’s shape into a group, or Silhouette Alpha to cut the shape out of layers below.

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