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[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.
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@ -156,6 +156,10 @@
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* **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.`.
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* **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.
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* **Changes of default values**
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* `SkeletonMecanim`'s `Layer Mix Mode` now defaults to `MixMode.SpineStyle` instead of `MixMode.MixAlways`.
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* `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.
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* **Deprecated**
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* 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 {
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public Material screenMaterialTemplate;
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public Material additiveMaterialTemplate;
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public bool applyAdditiveMaterial;
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public bool applyAdditiveMaterial = true;
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public override void Apply (SkeletonData skeletonData) {
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ApplyMaterials(skeletonData, multiplyMaterialTemplate, screenMaterialTemplate, additiveMaterialTemplate, applyAdditiveMaterial);
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@ -17,4 +17,4 @@ MonoBehaviour:
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type: 2}
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additiveMaterialTemplate: {fileID: 2100000, guid: 4deba332d47209e4780b3c5fcf0e3745,
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type: 2}
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applyAdditiveMaterial: 0
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applyAdditiveMaterial: 1
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