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[Unity] Fixed MaterialChecks to correctly check for Sprite material settings. Closes pull request #2000.
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@ -293,11 +293,11 @@ namespace Spine.Unity {
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break;
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break;
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}
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}
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}
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}
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bool isShaderWithMeshNormals = IsSpriteShader(material);
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bool isShaderWithMeshNormals = IsLitSpriteShader(material);
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return isShaderWithMeshNormals && !anyFixedNormalSet;
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return isShaderWithMeshNormals && !anyFixedNormalSet;
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}
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}
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static bool IsSpriteShader (Material material) {
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static bool IsLitSpriteShader (Material material) {
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string shaderName = material.shader.name;
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string shaderName = material.shader.name;
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return shaderName.Contains("Spine/Sprite/Pixel Lit") ||
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return shaderName.Contains("Spine/Sprite/Pixel Lit") ||
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shaderName.Contains("Spine/Sprite/Vertex Lit") ||
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shaderName.Contains("Spine/Sprite/Vertex Lit") ||
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@ -305,6 +305,13 @@ namespace Spine.Unity {
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shaderName.Contains("Pipeline/Spine/Sprite"); // covers both URP and LWRP
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shaderName.Contains("Pipeline/Spine/Sprite"); // covers both URP and LWRP
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}
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}
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static bool IsSpriteShader (Material material) {
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if (IsLitSpriteShader(material))
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return true;
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string shaderName = material.shader.name;
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return shaderName.Contains("Spine/Sprite/Unlit");
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}
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static bool RequiresTintBlack (Material material) {
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static bool RequiresTintBlack (Material material) {
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bool isTintBlackShader =
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bool isTintBlackShader =
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material.shader.name.Contains("Spine") &&
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material.shader.name.Contains("Spine") &&
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