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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-11 17:48:45 +08:00
Merge branch '4.0-beta' of https://github.com/esotericsoftware/spine-runtimes into 4.0-beta
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commit
6e5dd10a81
@ -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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* `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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* 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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* `SkeletonMecanim`'s `Layer Mix Mode` now defaults to `MixMode.MixNext` instead of `MixMode.MixAlways`.
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@ -29,30 +29,28 @@
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package com.esotericsoftware.spine;
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import com.badlogic.gdx.graphics.GL20;
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import static com.badlogic.gdx.graphics.GL20.*;
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import com.badlogic.gdx.graphics.g2d.Batch;
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/** Determines how images are blended with existing pixels when drawn. */
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public enum BlendMode {
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normal(GL20.GL_SRC_ALPHA, GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA), //
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additive(GL20.GL_SRC_ALPHA, GL20.GL_ONE, GL20.GL_ONE), //
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multiply(GL20.GL_DST_COLOR, GL20.GL_DST_COLOR, GL20.GL_ONE_MINUS_SRC_ALPHA), //
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screen(GL20.GL_ONE, GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_COLOR), //
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;
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normal(GL_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ONE), //
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additive(GL_SRC_ALPHA, GL_ONE, GL_ONE, GL_ONE), //
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multiply(GL_DST_COLOR, GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA), //
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screen(GL_ONE, GL_ONE, GL_ONE_MINUS_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR);
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int source, sourcePMA, dest;
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public final int source, sourcePMA, destColor, sourceAlpha;
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BlendMode (int source, int sourcePremultipledAlpha, int dest) {
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BlendMode (int source, int sourcePMA, int destColor, int sourceAlpha) {
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this.source = source;
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this.sourcePMA = sourcePremultipledAlpha;
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this.dest = dest;
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this.sourcePMA = sourcePMA;
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this.destColor = destColor;
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this.sourceAlpha = sourceAlpha;
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}
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public int getSource (boolean premultipliedAlpha) {
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return premultipliedAlpha ? sourcePMA : source;
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}
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public int getDest () {
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return dest;
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public void apply (Batch batch, boolean premultipliedAlpha) {
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batch.setBlendFunctionSeparate(premultipliedAlpha ? sourcePMA : source, destColor, sourceAlpha, destColor);
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}
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static public final BlendMode[] values = values();
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@ -110,7 +110,7 @@ public class SkeletonRenderer {
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alpha = 0;
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}
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blendMode = slotBlendMode;
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batch.setBlendFunction(blendMode.getSource(pmaBlendModes), blendMode.getDest());
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blendMode.apply(batch, pmaBlendModes);
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}
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float c = NumberUtils.intToFloatColor((int)alpha << 24 //
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@ -222,7 +222,7 @@ public class SkeletonRenderer {
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alpha = 0;
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}
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blendMode = slotBlendMode;
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batch.setBlendFunction(blendMode.getSource(pmaBlendModes), blendMode.getDest());
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blendMode.apply(batch, pmaBlendModes);
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}
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float c = NumberUtils.intToFloatColor((int)alpha << 24 //
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@ -348,7 +348,7 @@ public class SkeletonRenderer {
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alpha = 0;
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}
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blendMode = slotBlendMode;
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batch.setBlendFunction(blendMode.getSource(pmaBlendModes), blendMode.getDest());
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blendMode.apply(batch, pmaBlendModes);
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}
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float red = r * color.r * multiplier;
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@ -88,7 +88,7 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
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OldHard = 2,
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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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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 (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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mixedRampMode = false;
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