diff --git a/CHANGELOG.md b/CHANGELOG.md index 1c97198e7..ea29fc69a 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -51,6 +51,7 @@ * `Skin.Attachments` now replaces `Skin.GetAttachments()`, returning an `ICollection`. This makes access more consistent and intuitive. To fix any compile errors, replace any occurrances of `skin.GetAttachments()` by `skin.Attachments`. * Reverted changes: `BoneFollower` property `followLocalScale` has intermediately been renamed to `followScale` but was renamed back to `followLocalScale`. Serialized values (scenes and prefabs) will automatically be upgraded, only code accessing `followScale` needs to be adapted. * Corrected blending behaviour of all `Sprite` shaders in `Premultiply Alpha` blend mode (including URP and LWRP packages). Previously vertex color alpha was premultiplied again, even though `Premultiply Alpha` blend mode assumes PMA texture and PMA vertex color input. Slot-alpha blending will thus be correctly lighter after upgrading to 4.0. If you have compensated this problem by disabling `Advanced - PMA Vertex Colors` you can now re-enable this parameter, also allowing for rendering Additive slots in a single pass. + * Corrected all `Outline` shaders outline thickness when `Advanced - Sample 8 Neighbourhood` is disabled (thus using `4 Neighbourhood`). Previously weighting was incorrectly thick (4x as thick) compared to 8 neighbourhood, now it is more consistent. This might require adjustment of all your outline materials where `Sample 8 Neighbourhood` is disabled to restore the previous outline thickness, by adjusting the `Outline Threshold` parameter through adding a `/4` to make the threshold 4 times smaller. * **Additions** * Additional **Fix Draw Order** parameter at SkeletonRenderer, defaults to `disabled` (previous behaviour). diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/CGIncludes/Spine-Outline-Common.cginc b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/CGIncludes/Spine-Outline-Common.cginc index ca5b10517..2cbd874ab 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/CGIncludes/Spine-Outline-Common.cginc +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/CGIncludes/Spine-Outline-Common.cginc @@ -31,7 +31,7 @@ float4 computeOutlinePixel(sampler2D mainTexture, float2 mainTextureTexelSize, pixelTopLeft + pixelTopRight + pixelBottomLeft + pixelBottomRight) * vertexColorAlpha / numSamples; #else // 4 neighbourhood - float numSamples = 1; + float numSamples = 4; float average = (pixelTop + pixelBottom + pixelLeft + pixelRight) * vertexColorAlpha / numSamples; #endif float thresholdStart = ThresholdEnd * (1.0 - OutlineSmoothness);