[unity] Fixed incorrect too dark (transparent) display of additive slots when in Linear color space. Closes #2552.

This commit is contained in:
Harald Csaszar 2024-06-17 20:47:07 +02:00
parent cc6fc1f5b4
commit 962cdf844e
3 changed files with 68 additions and 11 deletions

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@ -171,6 +171,8 @@
- SkeletonGraphic: The parameter `SkeletonGraphic.MeshGenerator.settings.canvasGroupTintBlack` was changed to `canvasGroupCompatible` to help with auto-detecting correct Vertex Data and Material settings. Set the parameter to true if the SkeletonGraphic component is located below a `CanvasGroup` component. The parameter value is automatically migrated from `canvasGroupTintBlack`.
- Inspector: String attribute `SpineSkin()` now allows to include `<None>` in the list of parameters. Previously the `includeNone=true` parameter of the `SpineSkin()` attribute defaulted to `true` but was ignored. Now it defaults to `false` and has an effect on the list. Only the Inspector GUI is affected by this behaviour change.
- `SkeletonGraphicRenderTexture` example component: `protected RawImage quadRawImage` was changed to `protected SkeletonSubmeshGraphic quadMaskableGraphic` for a bugfix. This is only relevant for subclasses of `SkeletonGraphicRenderTexture` or when querying the `RawImage` component via e.g. `skeletonGraphicRenderTexture.quad.GetComponent<RawImage>()`.
- Fixed a bug where when Linear color space is used and `PMA vertex colors` enabled, additive slots add a too dark (too transparent) color value. If you want the old incorrect behaviour (darker additive slots) or are not using Linear but Gamma color space, you can comment-out the define `LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA` in `MeshGenerator.cs` to deactivate the fix or just to skip unnecessary instructions.
- **Changes of default values**

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@ -43,6 +43,22 @@
// Important Note: When disabling this define, also disable the one in SkeletonRenderInstruction.cs
#define SLOT_ALPHA_DISABLES_ATTACHMENT
// Note: This define below enables a bugfix where when Linear color space is used and `PMA vertex colors` enabled,
// additive slots add a too dark (too transparent) color value.
//
// If you want the old incorrect behaviour (darker additive slots) or are not using Linear but Gamma color space,
// you can comment-out the define below to deactivate the fix or just to skip unnecessary instructions.
//
// Details:
// Alpha-premultiplication of vertex colors happens in gamma-space, and vertexColor.a is set to 0 at additive slots.
// In the shader, gamma space vertex color has to be transformed from gamma space to linear space.
// Unfortunately vertexColorGamma.rgb=(rgb*a) while the desired color in linear space would be
// vertexColorLinear.rgb = GammaToLinear(rgb)*a = GammaToLinear(vertexColorGamma.rgb/a),
// but unfortunately 'a' is unknown as vertexColorGamma.a = 0 at additive slots.
// Thus the define below enables a fix where 'a' is transformed via
// a=LinearToGamma(a), so that the subsequent GammaToLinear() operation is canceled out on 'a'.
#define LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
using System;
using System.Collections.Generic;
using UnityEngine;
@ -549,6 +565,10 @@ namespace Spine.Unity {
float zSpacing = settings.zSpacing;
bool pmaVertexColors = settings.pmaVertexColors;
bool tintBlack = settings.tintBlack;
#if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
bool linearColorSpace = QualitySettings.activeColorSpace == ColorSpace.Linear;
#endif
#if SPINE_TRIANGLECHECK
bool useClipping = settings.useClipping && instruction.hasClipping;
#else
@ -620,16 +640,21 @@ namespace Spine.Unity {
float tintBlackAlpha = 1.0f;
if (pmaVertexColors) {
float colorA = skeletonA * slot.A * c.a;
color.a = (byte)(colorA * 255);
float alpha = skeletonA * slot.A * c.a;
bool isAdditiveSlot = slot.Data.BlendMode == BlendMode.Additive;
#if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
if (linearColorSpace && isAdditiveSlot)
alpha = Mathf.LinearToGammaSpace(alpha); // compensate GammaToLinear performed in shader
#endif
color.a = (byte)(alpha * 255);
color.r = (byte)(skeletonR * slot.R * c.r * color.a);
color.g = (byte)(skeletonG * slot.G * c.g * color.a);
color.b = (byte)(skeletonB * slot.B * c.b * color.a);
if (canvasGroupTintBlack) {
tintBlackAlpha = (slot.Data.BlendMode == BlendMode.Additive) ? 0 : colorA;
tintBlackAlpha = isAdditiveSlot ? 0 : alpha;
color.a = 255;
} else {
if (slot.Data.BlendMode == BlendMode.Additive)
if (isAdditiveSlot)
color.a = 0;
}
} else {
@ -656,6 +681,11 @@ namespace Spine.Unity {
float b2 = slot.B2;
if (pmaVertexColors) {
float alpha = skeletonA * slot.A * c.a;
#if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
bool isAdditiveSlot = slot.Data.BlendMode == BlendMode.Additive;
if (linearColorSpace && isAdditiveSlot)
alpha = Mathf.LinearToGammaSpace(alpha); // compensate GammaToLinear performed in shader
#endif
r2 *= alpha;
g2 *= alpha;
b2 *= alpha;
@ -767,6 +797,9 @@ namespace Spine.Unity {
bool canvasGroupTintBlack = settings.tintBlack && settings.canvasGroupCompatible;
int totalVertexCount = instruction.rawVertexCount;
#if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
bool linearColorSpace = QualitySettings.activeColorSpace == ColorSpace.Linear;
#endif
// Add data to vertex buffers
{
if (totalVertexCount > vertexBuffer.Items.Length) { // Manual ExposedList.Resize()
@ -830,10 +863,15 @@ namespace Spine.Unity {
if (regionAttachment != null) {
if (settings.pmaVertexColors) {
float alpha = a * slot.A * regionAttachment.A;
bool isAdditiveSlot = slot.Data.BlendMode == BlendMode.Additive;
#if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
if (linearColorSpace && isAdditiveSlot)
alpha = Mathf.LinearToGammaSpace(alpha); // compensate GammaToLinear performed in shader
#endif
rg.x *= alpha;
rg.y *= alpha;
b2.x *= alpha;
b2.y = slot.Data.BlendMode == BlendMode.Additive ? 0 : alpha;
b2.y = isAdditiveSlot ? 0 : alpha;
}
uv2i[vi] = rg; uv2i[vi + 1] = rg; uv2i[vi + 2] = rg; uv2i[vi + 3] = rg;
uv3i[vi] = b2; uv3i[vi + 1] = b2; uv3i[vi + 2] = b2; uv3i[vi + 3] = b2;
@ -843,10 +881,15 @@ namespace Spine.Unity {
if (meshAttachment != null) {
if (settings.pmaVertexColors) {
float alpha = a * slot.A * meshAttachment.A;
bool isAdditiveSlot = slot.Data.BlendMode == BlendMode.Additive;
#if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
if (linearColorSpace && isAdditiveSlot)
alpha = Mathf.LinearToGammaSpace(alpha); // compensate GammaToLinear performed in shader
#endif
rg.x *= alpha;
rg.y *= alpha;
b2.x *= alpha;
b2.y = slot.Data.BlendMode == BlendMode.Additive ? 0 : alpha;
b2.y = isAdditiveSlot ? 0 : alpha;
}
int verticesArrayLength = meshAttachment.WorldVerticesLength;
for (int iii = 0; iii < verticesArrayLength; iii += 2) {
@ -883,12 +926,18 @@ namespace Spine.Unity {
vbi[vertexIndex + 3].x = x3; vbi[vertexIndex + 3].y = y3; vbi[vertexIndex + 3].z = z;
if (settings.pmaVertexColors) {
color.a = (byte)(a * slot.A * regionAttachment.A * 255);
float alpha = a * slot.A * regionAttachment.A;
bool isAdditiveSlot = slot.Data.BlendMode == BlendMode.Additive;
#if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
if (linearColorSpace && isAdditiveSlot)
alpha = Mathf.LinearToGammaSpace(alpha); // compensate GammaToLinear performed in shader
#endif
color.a = (byte)(alpha * 255);
color.r = (byte)(r * slot.R * regionAttachment.R * color.a);
color.g = (byte)(g * slot.G * regionAttachment.G * color.a);
color.b = (byte)(b * slot.B * regionAttachment.B * color.a);
if (canvasGroupTintBlack) color.a = 255;
else if (slot.Data.BlendMode == BlendMode.Additive) color.a = 0;
else if (isAdditiveSlot) color.a = 0;
} else {
color.a = (byte)(a * slot.A * regionAttachment.A * 255);
@ -932,12 +981,18 @@ namespace Spine.Unity {
meshAttachment.ComputeWorldVertices(slot, tempVerts);
if (settings.pmaVertexColors) {
color.a = (byte)(a * slot.A * meshAttachment.A * 255);
float alpha = a * slot.A * meshAttachment.A;
bool isAdditiveSlot = slot.Data.BlendMode == BlendMode.Additive;
#if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
if (linearColorSpace && isAdditiveSlot)
alpha = Mathf.LinearToGammaSpace(alpha); // compensate GammaToLinear performed in shader
#endif
color.a = (byte)(alpha * 255);
color.r = (byte)(r * slot.R * meshAttachment.R * color.a);
color.g = (byte)(g * slot.G * meshAttachment.G * color.a);
color.b = (byte)(b * slot.B * meshAttachment.B * color.a);
if (canvasGroupTintBlack) color.a = 255;
else if (slot.Data.BlendMode == BlendMode.Additive) color.a = 0;
else if (isAdditiveSlot) color.a = 0;
} else {
color.a = (byte)(a * slot.A * meshAttachment.A * 255);
color.r = (byte)(r * slot.R * meshAttachment.R * 255);

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@ -2,7 +2,7 @@
"name": "com.esotericsoftware.spine.spine-unity",
"displayName": "spine-unity Runtime",
"description": "This plugin provides the spine-unity runtime core.",
"version": "4.2.70",
"version": "4.2.71",
"unity": "2018.3",
"author": {
"name": "Esoteric Software",