Twelve blend modes for uGUI, composited in the same colour space your design tool uses, so what you built in Figma or Photoshop actually looks like that in Unity. Works on screens you already made.Built-in Render Pipeline only. The backdrop is captured with a camera CommandBuffer, and Scriptable Render Pipelines do not execute those. Under URP or HDRP the tool refuses to attach and says why - in the window, on the component and in Self Check - so your Graphics are left untouched rather than drawing wrong. URP support needs a ScriptableRendererFeature and is not claimed until built.You place a design into Unity and it comes out washed out. Or a panel comes out too dark. Sometimes both on the same screen. It is not your export settings and it is not the importer.Design tools composite in gamma space. Unity, in Linear colour space, converts to linear, blends there and converts back. Same layers, same opacity, different answer:Base 0.15 with 50% white - design tool 147, Unity 189, off by 42/255Base 0.30 with 50% white - design tool 166, Unity 194, off by 28/255Overlay - design tool 153, Unity 78, off by 75/255Hard light - design tool 230, Unity 157, off by 73/255Every one of those numbers was rendered in a Linear project and read back pixel by pixel. The deviation grows as the background darkens, which is why it is worst on dark-themed UI.WHAT IT DOES• Twelve blend modes - normal, multiply, screen, overlay, darken, lighten, colour dodge, colour burn, hard light, soft light, difference, exclusion. uGUI has none of these.• Gamma-space compositing, so plain alpha matches your design file too, not only the blend modes.• Works on screens you already built. Nothing is imported and nothing is rebuilt.NOTHING IS IMPORTEDSelect the Graphics you want, pick a mode, press Apply. There is no conversion step and no rebuilt hierarchy. Remove the component and the Graphic goes back to exactly what it was - the original material is remembered and put back, and the backdrop component is removed too once nothing on the canvas needs it. Everything goes through Undo.WHY IT COSTS WHAT IT COSTSThe hardware blender works in whatever space the render target is in, so a blend-state change cannot fix this. That was tried and measured, and it changes nothing. Gamma-space compositing means reading the destination yourself: Blend Off, sample what is behind, blend in gamma, write the result.That read is the whole cost, so it is done carefully:• One capture per canvas per frame, shared by every blended Graphic. A grab per element is what makes this kind of effect unusable on mobile.• Only elements that need it are served. Normal at full opacity is exactly what uGUI already does, so those stay on the cheap path and never receive the buffer.• If nothing needs the backdrop, nothing is captured at all.• Half resolution by default - blending is smooth, so half size is hard to tell apart and costs a quarter of the bandwidth.• 8-bit buffer by default. Measured: 16-bit buys about 1/255 and costs double the memory and bandwidth. The option is there with that trade written next to it.ACCURACYVerified against the reference blend maths in a Linear project, twelve modes across four base, top and alpha combinations: ten modes match exactly, two land within 4/255 at the very dark end. That remainder is the floor of an 8-bit target, not a mistake in the maths - sRGB's curve is steepest in the dark, so a step or two of rounding cannot be removed. Set against the 42 to 75 out of 255 you started with it is invisible, but the honest claim is below what is measurable on an 8-bit display, never zero deviation.IN A GAMMA PROJECT THERE IS NO PROBLEMUnity already composites the way design tools do there, and the window says so plainly instead of pretending to fix something you do not have. The blend modes are still useful, because uGUI has none of its own.SAMPLE SCENEThe same four modes twice - plain uGUI on top, blended underneath, identical inputs. The difference is the point.CLEAN AND SAFE• Namespaced code (Krykftn.QuickUIBlendPro) - no global scope pollution• Respects the canvas clip rect and stencil, so masks and ScrollRects keep working• Without com.unity.ugui the tool switches itself off quietly instead of filling your console, and a one-click Setup window installs itREQUIREMENTS• Unity 2022.3 LTS or newer• Built-in Render Pipeline - not URP or HDRP, see below• Unity's UI package (com.unity.ugui) - free• No external dependencies, no accounts, no pluginsHONEST LIMITSBuilt-in Render Pipeline only. The backdrop is captured with a camera CommandBuffer, and the Scriptable Render Pipelines do not execute camera command buffers - so under URP or HDRP the buffer would never reach the shader. Rather than let a screen draw wrong, the tool refuses to attach and says why, in the window, on the component and in Self Check; your Graphics are left exactly as they were. URP support needs a ScriptableRendererFeature and is not claimed until it is built and measured.The capture is of what sits behind the canvas. Elements blending over the scene or the canvas background are correct; an element blending over another element in the same canvas sees the state before that element drew, so put those on a sub-canvas. Blending needs Blend Off, so a blended Graphic writes opaque pixels within its own rect. No performance figure is quoted here, because a number measured headlessly would not be representative - the tool is built so the cost is one blit, and only when something actually needs it.Features:• Twelve blend modes for uGUI: normal, multiply, screen, overlay, darken, lighten, colour dodge, colour burn, hard light, soft light, difference, exclusion• Gamma-space compositing so plain alpha matches a design file as well as the blend modes do• UIBlend component that attaches to a Graphic already in your scene and restores its original material when removed• UIBlendBackdrop: one capture per canvas per frame, shared, half resolution and 8-bit by default, skipped entirely when nothing needs it• Editor window to apply or remove blending across a selection, reporting the project's colour space• Sample scene comparing plain uGUI against blended, side by side• Play-mode Self Check that reports plainly whether the chain is workingSupported OS: Windows, macOS, LinuxTechnical notes:• Namespaced under Krykftn.QuickUIBlendPro• Assemblies gated by an assembly-definition constraint on com.unity.ugui, so a project without it gets zero compile errors• Shader respects the canvas clip rect and stencil buffer, so masks and ScrollRects continue to work• Verified against the reference blend maths: ten of twelve modes match exactly, two within 4/255 at the dark end• Built-in Render Pipeline only - under URP or HDRP the tool refuses to attach and says why, instead of drawing wrong• Unity 2022.3 LTS or newerDocumentation: included as README.mdAI assistance was used while making this package, and here is exactly where.Code: an AI coding assistant helped write and review the C# and the shader. The blend maths is not taken on trust - each of the twelve modes was compared against the reference formula the design tools use, and the result is stated plainly in the technical details: ten of the twelve match exactly and two land within 4/255 at the dark end. Those comparisons were run in the Unity Editor before submission.Text: the README, the documentation and this store description were drafted with AI assistance and then edited by hand for accuracy.Images: no image content is AI generated. Every screenshot is a real capture of the tool and its sample scene running in the Unity Editor. AI was used only to place those real screenshots on a background and to write the caption text around them.Nothing in the package generates content at runtime. It is a uGUI shader and a small editor window: it composites layers you already have, in the colour space your design tool used, and under URP or HDRP it refuses to attach and says why instead of drawing something wrong.

