[unity] Fixed SkeletonGraphicRenderTexture incorrect alpha blending. Closes #2520.

This commit is contained in:
Harald Csaszar 2024-05-07 16:28:15 +02:00
parent 098fc0847a
commit 773d27c398
8 changed files with 192 additions and 7 deletions

View File

@ -155,6 +155,7 @@
`SkeletonGraphic-PMATexture` containing materials for premultiplied-alpha texture workflow (`Straight Alpha Texture` disabled) and `SkeletonGraphic-StaightAlphaTexture` containing materials for straight alpha texture workflow (`Straight Alpha Texture` enabled). These directories contain a set of materials with `CanvasGroup Compatible` disabled for usage with `Advanced - PMA Vertex Color` enabled at the component. Each directory also provides a subdirectory `CanvasGroupCompatible` with materials with `CanvasGroup Compatible` enabled for usage with `CanvasGroup` alpha (requiring `Advanced - PMA Vertex Color` disabled at the component).
- SkeletonGraphic: Added auto-detect functionality for parameters `Advanced` - `Tint Black`, `CanvasGroup Compatible` and `PMA Vertex Color`. If unsure which settings are correct, hit the `Detect` button next to each parameter, in top to bottom order, or the `Detect Settings` to detect all three. Also added automatic material assignment via a `Detect Material` button in the `Advanced` section and a `Detect` button next to the `Material` property at the top of the component Inspector, as well as next to the `Blend Mode Materials` section when using multiple canvas renderers with blend modes. The suitable material is selected based on these three settings, combined with texture settings (PMA or straight alpha texture settings). If you receive incorrect results, likely your texture settings are incorrectly setup for your PMA or Straight alpha texture export settings.
- `SkeletonRenderTexture` example components now provide a `shaderPasses` parameter to customize which passes are rendered to the `RenderTexture`. It defaults to `-1` for all passes to keep the existing behaviour. You might want to set it to `0` to only render the first pass e.g. to avoid issues when using a URP shader at the original skeleton.
- `SkeletonGraphicRenderTexture` example component now also received a `quadMaterial` property, defaulting to the newly added Material asset `RenderQuadGraphicMaterial` which applies proper premultiplied-alpha blending of the render texture. The `quadMaterial` member variable was moved from `SkeletonRenderTexture` to the common base class `SkeletonRenderTextureBase`.
- **Breaking changes**

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@ -151,6 +151,7 @@ RectTransform:
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@ -256,6 +257,9 @@ MonoBehaviour:
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@ -272,6 +276,7 @@ MeshRenderer:
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@ -320,6 +325,7 @@ Transform:
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@ -352,6 +358,7 @@ RectTransform:
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@ -434,6 +441,7 @@ RectTransform:
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@ -489,6 +497,7 @@ Canvas:
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@ -518,6 +527,7 @@ RectTransform:
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@ -554,6 +564,7 @@ Transform:
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@ -745,6 +778,7 @@ Transform:
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@ -811,6 +845,7 @@ Transform:
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@ -843,6 +878,7 @@ RectTransform:
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@ -930,6 +966,7 @@ RectTransform:
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@ -1019,9 +1056,10 @@ MonoBehaviour:
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@ -1057,6 +1095,9 @@ MonoBehaviour:
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@ -1073,6 +1114,7 @@ MeshRenderer:
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m_DynamicOccludee: 1
m_StaticShadowCaster: 0
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
@ -1121,6 +1163,7 @@ Transform:
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m_LocalPosition: {x: 2.38, y: 0, z: 5.66}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
m_RootOrder: 4
@ -1164,6 +1207,7 @@ Transform:
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@ -1199,6 +1243,7 @@ RectTransform:
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m_LocalScale: {x: 0.3, y: 0.3, z: 0.3}
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initialFlipX: 0
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@ -1240,6 +1286,14 @@ MonoBehaviour:
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pmaVertexColors: 1
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@ -88,6 +88,9 @@ namespace Spine.Unity.Examples {
quadMesh.MarkDynamic();
quadMesh.name = "RenderTexture Quad";
quadMesh.hideFlags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;
if (quadMaterial == null)
quadMaterial = new Material(Shader.Find("Spine/SkeletonGraphic"));
}
void Reset () {
@ -101,6 +104,14 @@ namespace Spine.Unity.Examples {
}
}
}
#if UNITY_EDITOR
string[] assets = UnityEditor.AssetDatabase.FindAssets("t:material RenderQuadGraphicMaterial");
if (assets.Length > 0) {
string materialPath = UnityEditor.AssetDatabase.GUIDToAssetPath(assets[0]);
quadMaterial = UnityEditor.AssetDatabase.LoadAssetAtPath<Material>(materialPath);
}
#endif
}
void OnEnable () {
@ -212,7 +223,7 @@ namespace Spine.Unity.Examples {
}
protected void SetupQuad () {
quadCanvasRenderer.SetMaterial(Canvas.GetDefaultCanvasMaterial(), this.renderTexture);
quadCanvasRenderer.SetMaterial(quadMaterial, this.renderTexture);
quadMaskableGraphic.color = color;
quadCanvasRenderer.SetColor(color);

View File

@ -52,7 +52,6 @@ namespace Spine.Unity.Examples {
[RequireComponent(typeof(SkeletonRenderer))]
public class SkeletonRenderTexture : SkeletonRenderTextureBase {
#if HAS_GET_SHARED_MATERIALS
public Material quadMaterial;
protected SkeletonRenderer skeletonRenderer;
protected MeshRenderer meshRenderer;
protected MeshFilter meshFilter;

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@ -42,6 +42,7 @@ namespace Spine.Unity.Examples {
public Color color = Color.white;
public int maxRenderTextureSize = 1024;
public GameObject quad;
public Material quadMaterial;
protected Mesh quadMesh;
public RenderTexture renderTexture;
public Camera targetCamera;

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@ -2,7 +2,7 @@
"name": "com.esotericsoftware.spine.spine-unity-examples",
"displayName": "spine-unity Runtime Examples",
"description": "This plugin provides example scenes and scripts for the spine-unity runtime.",
"version": "4.2.29",
"version": "4.2.30",
"unity": "2018.3",
"author": {
"name": "Esoteric Software",