Multiply blending. The framebuffer is multiplied by the sprite's RGB (result = src * dst),
so the sprite darkens / tints what is behind it — ideal for soft shadow blobs, dirt / grime
decals, ambient-occlusion stamps, and coloured "gel" overlays that modulate the scene colour.
Sprites should be opaque (or white where they must leave the background unchanged) since a pure
multiply ignores source alpha for RGB.
Multiply blending. The framebuffer is multiplied by the sprite's RGB (
result = src * dst), so the sprite darkens / tints what is behind it — ideal for soft shadow blobs, dirt / grime decals, ambient-occlusion stamps, and coloured "gel" overlays that modulate the scene colour. Sprites should be opaque (or white where they must leave the background unchanged) since a pure multiply ignores source alpha for RGB.