This commit is contained in:
badlogic 2020-12-10 16:09:30 +01:00
commit 6e5dd10a81
4 changed files with 20 additions and 22 deletions

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@ -378,7 +378,7 @@
* `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.
* `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`.
* 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.
* 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.
* 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.
* **Changes of default values**
* `SkeletonMecanim`'s `Layer Mix Mode` now defaults to `MixMode.MixNext` instead of `MixMode.MixAlways`.

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@ -29,30 +29,28 @@
package com.esotericsoftware.spine;
import com.badlogic.gdx.graphics.GL20;
import static com.badlogic.gdx.graphics.GL20.*;
import com.badlogic.gdx.graphics.g2d.Batch;
/** Determines how images are blended with existing pixels when drawn. */
public enum BlendMode {
normal(GL20.GL_SRC_ALPHA, GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA), //
additive(GL20.GL_SRC_ALPHA, GL20.GL_ONE, GL20.GL_ONE), //
multiply(GL20.GL_DST_COLOR, GL20.GL_DST_COLOR, GL20.GL_ONE_MINUS_SRC_ALPHA), //
screen(GL20.GL_ONE, GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_COLOR), //
;
normal(GL_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ONE), //
additive(GL_SRC_ALPHA, GL_ONE, GL_ONE, GL_ONE), //
multiply(GL_DST_COLOR, GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA), //
screen(GL_ONE, GL_ONE, GL_ONE_MINUS_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR);
int source, sourcePMA, dest;
public final int source, sourcePMA, destColor, sourceAlpha;
BlendMode (int source, int sourcePremultipledAlpha, int dest) {
BlendMode (int source, int sourcePMA, int destColor, int sourceAlpha) {
this.source = source;
this.sourcePMA = sourcePremultipledAlpha;
this.dest = dest;
this.sourcePMA = sourcePMA;
this.destColor = destColor;
this.sourceAlpha = sourceAlpha;
}
public int getSource (boolean premultipliedAlpha) {
return premultipliedAlpha ? sourcePMA : source;
}
public int getDest () {
return dest;
public void apply (Batch batch, boolean premultipliedAlpha) {
batch.setBlendFunctionSeparate(premultipliedAlpha ? sourcePMA : source, destColor, sourceAlpha, destColor);
}
static public final BlendMode[] values = values();

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@ -110,7 +110,7 @@ public class SkeletonRenderer {
alpha = 0;
}
blendMode = slotBlendMode;
batch.setBlendFunction(blendMode.getSource(pmaBlendModes), blendMode.getDest());
blendMode.apply(batch, pmaBlendModes);
}
float c = NumberUtils.intToFloatColor((int)alpha << 24 //
@ -222,7 +222,7 @@ public class SkeletonRenderer {
alpha = 0;
}
blendMode = slotBlendMode;
batch.setBlendFunction(blendMode.getSource(pmaBlendModes), blendMode.getDest());
blendMode.apply(batch, pmaBlendModes);
}
float c = NumberUtils.intToFloatColor((int)alpha << 24 //
@ -348,7 +348,7 @@ public class SkeletonRenderer {
alpha = 0;
}
blendMode = slotBlendMode;
batch.setBlendFunction(blendMode.getSource(pmaBlendModes), blendMode.getDest());
blendMode.apply(batch, pmaBlendModes);
}
float red = r * color.r * multiplier;

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@ -88,7 +88,7 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
OldHard = 2,
OldSoft = 3,
DefaultRampMode = OldHard
DefaultRampMode = FullRangeHard
};
MaterialProperty _mainTexture = null;
@ -643,7 +643,7 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
if (EditorGUI.EndChangeCheck()) {
if (rampMode == eDiffuseRampMode.NoRampSpecified)
rampMode = eDiffuseRampMode.DefaultRampMode;
rampMode = eDiffuseRampMode.OldHard;
SetDiffuseRampMode(_materialEditor, rampMode);
mixedRampMode = false;