Blend_ColorDodge Function - how to make it work

Hi everyone,

So for our 2d game I’m trying to add Color Dodge effect (like in Photoshop) to some of our emissive sprites (they are simulating Light Rays).

The setup of material is as following:

  1. Material Domain = Surface
  2. Blend Mode = Additive
  3. Shading Model = Unlit

Inside material I’m trying to use Blend_ColorDodge function, but I’m not sure what should be added as a Base and what should be a Blend.

Can anyone help with this?