blendMode( DST_COLOR, SRC_COLOR )
a MULTIPLY that will keep the result 2x brighter than a true multiply. Note also that the transparent parts will be x2 more opaque too.
blendMode( DST_COLOR, SRC_COLOR, DST_COLOR, ZERO )
a MULTIPLY as above, but the transparency will remain correct.
i think now i’ve understood blendmode settings. The only setting i still really didnt find a use for is the SRC_ALPHA_SATURATE. Any idea?
did you get this with blendmode? looks more like a shader effect…
Shader for the ripple effect. But the slow revel effect is with a blendmode and a tween. Just moving a sprite that has 0 alpha in the middle over the logo.