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[unity] Changed default Sprite shader ramp mode from Old Hard to Hard for 4.0 and newer. This will affect newly created materials only. See commit 2fde05e.
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@ -378,7 +378,7 @@
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* `GetRemappedClone()` now provides an additional parameter `pivotShiftsMeshUVCoords` for `MeshAttachment` to prevent uv shifts at a non-central Sprite pivot. This parameter defaults to `true` to maintain previous behaviour.
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* `GetRemappedClone()` now provides an additional parameter `pivotShiftsMeshUVCoords` for `MeshAttachment` to prevent uv shifts at a non-central Sprite pivot. This parameter defaults to `true` to maintain previous behaviour.
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* `SkeletonRenderer` components now provide an additional update mode `Only Event Timelines` at the `Update When Invisible` property. This mode saves additional timeline updates compared to update mode `Everything Except Mesh`.
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* `SkeletonRenderer` components now provide an additional update mode `Only Event Timelines` at the `Update When Invisible` property. This mode saves additional timeline updates compared to update mode `Everything Except Mesh`.
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* Now all URP (Universal Render Pipeline) and LWRP (Lightweight Render Pipeline) shaders support SRP (Scriptable Render Pipeline) batching. See [Unity SRPBatcher documentation pages](https://docs.unity3d.com/Manual/SRPBatcher.html) for additional information.
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* Now all URP (Universal Render Pipeline) and LWRP (Lightweight Render Pipeline) shaders support SRP (Scriptable Render Pipeline) batching. See [Unity SRPBatcher documentation pages](https://docs.unity3d.com/Manual/SRPBatcher.html) for additional information.
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* Sprite shaders now provide four `Diffuse Ramp` modes as an Inspector Material parameter: `Hard`, `Soft`, `Old Hard` and `Old Soft`. In spine-unity 3.8 it defaults to `Old Hard` to keep the behaviour of existing projects unchanged. Note that `Old Hard` and `Old Soft` ramp versions were using only the right half of the ramp texture, and additionally multiplying the light intensity by 2, both leading to brighter lighting than without a ramp texture active. The new ramp modes `Hard` and `Soft` use the full ramp texture and do not modify light intensity, being consistent with lighting without a ramp texture active.
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* Sprite shaders now provide four `Diffuse Ramp` modes as an Inspector Material parameter: `Hard`, `Soft`, `Old Hard` and `Old Soft`. In spine-unity 3.8 it defaults to `Old Hard` to keep the behaviour of existing projects unchanged. From 4.0 on it defaults to `Hard` for newly created materials while existing ones remain unchanged. Note that `Old Hard` and `Old Soft` ramp versions were using only the right half of the ramp texture, and additionally multiplying the light intensity by 2, both leading to brighter lighting than without a ramp texture active. The new ramp modes `Hard` and `Soft` use the full ramp texture and do not modify light intensity, being consistent with lighting without a ramp texture active.
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* **Changes of default values**
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* **Changes of default values**
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* `SkeletonMecanim`'s `Layer Mix Mode` now defaults to `MixMode.MixNext` instead of `MixMode.MixAlways`.
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* `SkeletonMecanim`'s `Layer Mix Mode` now defaults to `MixMode.MixNext` instead of `MixMode.MixAlways`.
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@ -88,7 +88,7 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
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OldHard = 2,
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OldHard = 2,
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OldSoft = 3,
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OldSoft = 3,
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DefaultRampMode = OldHard
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DefaultRampMode = FullRangeHard
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};
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};
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MaterialProperty _mainTexture = null;
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MaterialProperty _mainTexture = null;
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@ -643,7 +643,7 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
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if (EditorGUI.EndChangeCheck()) {
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if (EditorGUI.EndChangeCheck()) {
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if (rampMode == eDiffuseRampMode.NoRampSpecified)
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if (rampMode == eDiffuseRampMode.NoRampSpecified)
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rampMode = eDiffuseRampMode.DefaultRampMode;
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rampMode = eDiffuseRampMode.OldHard;
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SetDiffuseRampMode(_materialEditor, rampMode);
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SetDiffuseRampMode(_materialEditor, rampMode);
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mixedRampMode = false;
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mixedRampMode = false;
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