This question builds upon the following question: How can I achieve a good fire effect with alpha blending and particles?
I want to achieve the visual effect of using SKBlendModeAdd
on a black layer, but adding it to another (random) color background.
In the question posted above, it is explained how to do this: either by using an extra texture from which the alpha layer is removed or by using alpha premultiplication.
I've tried implementing both, but to no avail.
This probably has to do with the following:
A particle is a textured and colored node whose contents are blended into the framebuffer. Although there is no visible class representing particles added by the emitter node, you can think of a particle as having properties like any other object.
My guess is that because it's a framebuffer
, the workaround solutions do not work for Sprite-Kit.
So how would I go about implementing this with SKTexture
or SKSpriteNode
?
See below an example of the difference in colours between dark and light backgrounds. I would like to get the exact same colours on the light background as I get on the dark background (because on the dark background it actually looks like fire).