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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-13 18:48:44 +08:00
[unity] Minor SkeletonGraphic fixes.
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@ -108,6 +108,7 @@ namespace Spine.Unity.Editor {
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var skeletonGraphic = (SkeletonGraphic)command.context;
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var mesh = skeletonGraphic.SpineMeshGenerator.LastGeneratedMesh;
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mesh.RecalculateBounds();
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var bounds = mesh.bounds;
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var size = bounds.size;
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var center = bounds.center;
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@ -120,19 +121,6 @@ namespace Spine.Unity.Editor {
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skeletonGraphic.rectTransform.pivot = p;
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}
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public static Material DefaultSkeletonGraphicMaterial {
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get {
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var guids = AssetDatabase.FindAssets("SkeletonGraphicDefault t:material");
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if (guids.Length <= 0)
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return null;
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var firstAssetPath = AssetDatabase.GUIDToAssetPath(guids[0]);
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if (string.IsNullOrEmpty(firstAssetPath))
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return null;
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var firstMaterial = AssetDatabase.LoadAssetAtPath<Material>(firstAssetPath);
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return firstMaterial;
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}
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}
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[MenuItem("GameObject/Spine/SkeletonGraphic (UnityUI)", false, 15)]
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static public void SkeletonGraphicCreateMenuItem () {
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var parentGameObject = Selection.activeObject as GameObject;
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@ -219,6 +207,19 @@ namespace Spine.Unity.Editor {
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return go;
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}
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public static Material DefaultSkeletonGraphicMaterial {
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get {
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var guids = AssetDatabase.FindAssets("SkeletonGraphicDefault t:material");
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if (guids.Length <= 0) return null;
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var firstAssetPath = AssetDatabase.GUIDToAssetPath(guids[0]);
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if (string.IsNullOrEmpty(firstAssetPath)) return null;
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var firstMaterial = AssetDatabase.LoadAssetAtPath<Material>(firstAssetPath);
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return firstMaterial;
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}
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}
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#endregion
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#endif
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@ -1,3 +1,5 @@
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// This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" to allow Unity UI stencil masking.
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Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
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{
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Properties
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@ -84,7 +86,7 @@ Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
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fixed4 frag(v2f IN) : SV_Target
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{
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half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
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clip (color.a - 0.01);
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//clip(color.a - 0.01);
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return color;
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}
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ENDCG
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