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Merge ​

Composites a foreground image over a background using Porter-Duff alpha compositing with blend modes.

Category: Composite Menu path: Composite > Merge

Ports ​

PortTypeDirectionDescription
inputsimageRgba16finput (multi)Any number of images, composited as a stack — the first-evaluated input is the bottom, the last is on top.
outimageRgba16foutputComposited result

Legacy two-input projects (fg/bg ports) still load and behave as a two-image stack [bg, fg].

Parameters ​

ParamTypeDefaultDescription
blendModeenumNormalBlend mode for compositing. Options: Normal, Add, Multiply, Screen, Overlay. Keyframeable.
opacityscalar1.0Foreground opacity (0 = fully transparent, 1 = fully opaque). Keyframeable.

How It Works ​

The shader applies the selected blend function pairwise up the stack, compositing each input over the accumulated result using the Porter-Duff "over" operator with premultiplied alpha.

Input order ​

The Inputs list in Properties reads like a layer stack: the top row renders on top. The wire fan on the node's input pill matches — the top slot is the top of the composite. Reorder by dragging a row's handle, with the up/down arrows, or leave the graph wiring untouched and only change the order. Newly connected inputs land on top of the stack.

Blend Modes ​

  • Normal -- foreground replaces background where it has alpha
  • Add -- foreground + background (brightens, good for light effects)
  • Multiply -- foreground x background (darkens, good for shadows and texture overlay)
  • Screen -- inverse of multiply: fg + bg - fg x bg (lightens, good for glows)
  • Overlay -- multiply where background is dark, screen where background is bright (contrast enhancement)

The opacity parameter scales the foreground's alpha before blending, so reducing opacity fades the foreground contribution.

Usage Examples ​

Basic: Layer two images ​

  1. Connect both images to inputs — the Properties list shows which is on top; drag to swap
  2. Leave blend mode on Normal and adjust opacity
  3. This is the same operation the timeline does when compositing layers, but within a single layer's node graph

Creative: Light effects with Add ​

  1. Connect a glow or particle render to fg
  2. Connect the scene to bg
  3. Set blend mode to Add for additive light blending where bright areas stack

Advanced: Texture overlay ​

  1. Connect a texture or grunge image to fg
  2. Connect your main image to bg
  3. Set blend mode to Multiply and reduce opacity to 0.3-0.5 for a subtle darkening texture overlay
  4. Try Overlay instead for texture that affects both highlights and shadows

Tips ​

  • Merge is the same compositing operation the engine uses for layer compositing in the timeline. Use it within a node graph when you need to combine textures at an intermediate stage.
  • The Output node provides blend mode and opacity for final layer compositing. You only need Merge for in-graph compositing.
  • Add mode can push values above 1.0 in the linear working space, which is useful for HDR-style effects.
  • With a single connected input, the result is that input with opacity applied.
  • Mix -- crossfade between two images with an optional mask
  • Matte -- cut out regions using alpha/luminance masks
  • Blur -- soften before merging for glow effects