← all demos · chapter 03

Additive blending — light that adds up

Blend mode = the rule for how colours mix with what's behind them. Additive means overlaps get brighter — the universal "this is made of light" mode behind every glow, aura, and lamp in 2D games. Here, three orbiting light-blobs cross paths.

Watch where two blobs overlap: the crossing is brighter than either. That's additive. Change mode to "source-over", re-run, and the crossings go flat — one word, whole different physics of light.

Try tweaking: radius 90 → 200 (floodlights) · the alpha values 0.8 → 0.3 (candlelight) · make one blob follow the pointer with canvas.onpointermove — a torch you carry.

In Godot: CanvasItemMaterial → Blend Mode → Add on any soft blob sprite (download glow.gd — it shows this plus WorldEnvironment bloom). In Unity: an additive material on a soft sprite; for screen-wide glow, URP Bloom + HDR emission. In Unreal: material Blend Mode → Additive; bloom is on by default. Chapter 03.