[Unity] Fixed MaterialChecks to correctly check for Sprite material settings. Closes pull request #2000.

This commit is contained in:
Harald Csaszar 2021-12-09 18:56:26 +01:00
parent bb7804ac9e
commit 3025b370f5

View File

@ -293,11 +293,11 @@ namespace Spine.Unity {
break; break;
} }
} }
bool isShaderWithMeshNormals = IsSpriteShader(material); bool isShaderWithMeshNormals = IsLitSpriteShader(material);
return isShaderWithMeshNormals && !anyFixedNormalSet; return isShaderWithMeshNormals && !anyFixedNormalSet;
} }
static bool IsSpriteShader (Material material) { static bool IsLitSpriteShader (Material material) {
string shaderName = material.shader.name; string shaderName = material.shader.name;
return shaderName.Contains("Spine/Sprite/Pixel Lit") || return shaderName.Contains("Spine/Sprite/Pixel Lit") ||
shaderName.Contains("Spine/Sprite/Vertex Lit") || shaderName.Contains("Spine/Sprite/Vertex Lit") ||
@ -305,6 +305,13 @@ namespace Spine.Unity {
shaderName.Contains("Pipeline/Spine/Sprite"); // covers both URP and LWRP shaderName.Contains("Pipeline/Spine/Sprite"); // covers both URP and LWRP
} }
static bool IsSpriteShader (Material material) {
if (IsLitSpriteShader(material))
return true;
string shaderName = material.shader.name;
return shaderName.Contains("Spine/Sprite/Unlit");
}
static bool RequiresTintBlack (Material material) { static bool RequiresTintBlack (Material material) {
bool isTintBlackShader = bool isTintBlackShader =
material.shader.name.Contains("Spine") && material.shader.name.Contains("Spine") &&