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[unity] Fixed incorrect rendering when CanvasGroup compatible is enabled on SkeletonGraphic TintBlack shader. Closes #1908.
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@ -566,7 +566,8 @@ namespace Spine.Unity {
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float tintBlackAlpha = 1.0f;
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if (pmaVertexColors) {
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color.a = (byte)(skeletonA * slot.a * c.a * 255);
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float colorA = skeletonA * slot.a * c.a;
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color.a = (byte)(colorA * 255);
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color.r = (byte)(skeletonR * slot.r * c.r * color.a);
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color.g = (byte)(skeletonG * slot.g * c.g * color.a);
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color.b = (byte)(skeletonB * slot.b * c.b * color.a);
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@ -576,6 +577,9 @@ namespace Spine.Unity {
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else
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color.a = 0;
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}
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else if (canvasGroupTintBlack) { // other blend modes
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tintBlackAlpha = colorA;
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}
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} else {
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color.a = (byte)(skeletonA * slot.a * c.a * 255);
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color.r = (byte)(skeletonR * slot.r * c.r * 255);
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