[unity] BlendModeMaterialAsset and it's instance Default BlendModeMaterials.asset now have Apply Additive Material set to true by default in order to apply all blend modes by default.

This commit is contained in:
Harald Csaszar 2019-07-16 22:39:30 +02:00
parent 848faf08b3
commit 09b8d8c3aa
3 changed files with 6 additions and 2 deletions

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@ -156,6 +156,10 @@
* **Restrictions** As all Spine shaders, the LWRP shaders **do not support `Premultiply alpha` (PMA) atlas textures in Linear color space**. Please export your atlas textures as `straight alpha` textures with disabled `Premultiply alpha` setting when using Linear color space. You can check the current color space via `Project Settings - Player - Other Settings - Color Space.`.
* **Example:** You can find an example scene in the package under `com.esotericsoftware.spine.lwrp-shaders-3.8/Examples/LWRP Shaders.unity` that demonstrates usage of the LWRP shaders.
* **Changes of default values**
* `SkeletonMecanim`'s `Layer Mix Mode` now defaults to `MixMode.SpineStyle` instead of `MixMode.MixAlways`.
* `BlendModeMaterialAsset` and it's instance `Default BlendModeMaterials.asset` now have `Apply Additive Material` set to `true` by default in order to apply all blend modes by default.
* **Deprecated**
* Deprecated `Modules/SlotBlendModes/SlotBlendModes` component. Changed namespace from `Spine.Unity.Modules` to `Spine.Unity.Deprecated`. Moved to `Deprecated/SlotBlendModes`.

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@ -42,7 +42,7 @@ namespace Spine.Unity {
public Material screenMaterialTemplate;
public Material additiveMaterialTemplate;
public bool applyAdditiveMaterial;
public bool applyAdditiveMaterial = true;
public override void Apply (SkeletonData skeletonData) {
ApplyMaterials(skeletonData, multiplyMaterialTemplate, screenMaterialTemplate, additiveMaterialTemplate, applyAdditiveMaterial);

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@ -17,4 +17,4 @@ MonoBehaviour:
type: 2}
additiveMaterialTemplate: {fileID: 2100000, guid: 4deba332d47209e4780b3c5fcf0e3745,
type: 2}
applyAdditiveMaterial: 0
applyAdditiveMaterial: 1