---
title: blending
framework: realitykit
role: symbol
role_heading: Instance Property
path: realitykit/physicallybasedmaterial/blending-swift.property
---

# blending

The transparency of an entity.

## Declaration

```swift
var blending: PhysicallyBasedMaterial.Blending { get set }
```

## Mentioned in

Applying realistic material and lighting effects to entities

## Discussion

Discussion Use this property to specify whether an entity is opaque or transparent. To create an entity that’s opaque, assign PhysicallyBasedMaterial.Blending.opaque to this property. material.blending = .opaque To create a translucent or transparent object using a single opacity value for the entire material, initialize PhysicallyBasedMaterial.Blending.transparent(opacity:) using a Float value. material.blending = .transparent(opacity: .init(floatLiteral:0.5)) To use a UV-mapped grayscale image texture to specify different opacity values for different parts of an entity, initialize PhysicallyBasedMaterial.Blending.transparent(opacity:) using a texture. If you provide a color image, RealityKit only uses the intensity of the red channel. if let opacityResource = try? TextureResource.load(named: "entity_opacity") {     let opacityMap = MaterialParameters.Texture(opacityResource)     material.blending = .transparent(opacity: .init(texture: opacityMap)) }

## See Also

### Configuring transparency and highlights

- [sheen](realitykit/physicallybasedmaterial/sheen.md)
