Additive tint mode. The tint color is added to the texture color, but respects the texture alpha.
Fill tint mode. The tint color replaces the texture color, but respects the texture alpha.
You can use this mode to make a Game Object flash 'white' if hit by something.
Hard light tint mode. The tint color brightens light areas and darkens dark areas. This is like overlay, but with the tint color and texture color swapped.
Multiply tint mode (default). The tint color is multiplied with the texture color.
Double color multiply tint mode. The tint color is multiplied with the texture color, and the inverse of the texture color is multiplied by a second tint color. This allows control of light and dark regions separately.
Overlay tint mode. The tint color brightens light areas and darkens dark areas.
Screen tint mode. The tint color brightens dark areas of the texture.
Phaser Tint Modes.
Tint modes are used by the Tint component to determine how the tint color is applied to the texture. The default mode is
MULTIPLY. They are only used in WebGL.