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https://github.com/EsotericSoftware/spine-runtimes.git
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[unity] Fixed incorrect too dark (transparent) display of additive slots when in Linear color space. Closes #2552.
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@ -171,6 +171,8 @@
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- 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`.
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- 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.
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- `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>()`.
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- 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.
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- **Changes of default values**
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@ -43,6 +43,22 @@
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// Important Note: When disabling this define, also disable the one in SkeletonRenderInstruction.cs
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#define SLOT_ALPHA_DISABLES_ATTACHMENT
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// Note: This define below enables a bugfix where when Linear color space is used and `PMA vertex colors` enabled,
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// additive slots add a too dark (too transparent) color value.
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//
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// If you want the old incorrect behaviour (darker additive slots) or are not using Linear but Gamma color space,
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// you can comment-out the define below to deactivate the fix or just to skip unnecessary instructions.
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//
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// Details:
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// Alpha-premultiplication of vertex colors happens in gamma-space, and vertexColor.a is set to 0 at additive slots.
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// In the shader, gamma space vertex color has to be transformed from gamma space to linear space.
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// Unfortunately vertexColorGamma.rgb=(rgb*a) while the desired color in linear space would be
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// vertexColorLinear.rgb = GammaToLinear(rgb)*a = GammaToLinear(vertexColorGamma.rgb/a),
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// but unfortunately 'a' is unknown as vertexColorGamma.a = 0 at additive slots.
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// Thus the define below enables a fix where 'a' is transformed via
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// a=LinearToGamma(a), so that the subsequent GammaToLinear() operation is canceled out on 'a'.
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#define LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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@ -549,6 +565,10 @@ namespace Spine.Unity {
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float zSpacing = settings.zSpacing;
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bool pmaVertexColors = settings.pmaVertexColors;
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bool tintBlack = settings.tintBlack;
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#if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
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bool linearColorSpace = QualitySettings.activeColorSpace == ColorSpace.Linear;
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#endif
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#if SPINE_TRIANGLECHECK
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bool useClipping = settings.useClipping && instruction.hasClipping;
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#else
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@ -620,16 +640,21 @@ namespace Spine.Unity {
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float tintBlackAlpha = 1.0f;
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if (pmaVertexColors) {
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float colorA = skeletonA * slot.A * c.a;
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color.a = (byte)(colorA * 255);
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float alpha = skeletonA * slot.A * c.a;
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bool isAdditiveSlot = slot.Data.BlendMode == BlendMode.Additive;
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#if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
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if (linearColorSpace && isAdditiveSlot)
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alpha = Mathf.LinearToGammaSpace(alpha); // compensate GammaToLinear performed in shader
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#endif
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color.a = (byte)(alpha * 255);
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color.r = (byte)(skeletonR * slot.R * c.r * color.a);
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color.g = (byte)(skeletonG * slot.G * c.g * color.a);
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color.b = (byte)(skeletonB * slot.B * c.b * color.a);
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if (canvasGroupTintBlack) {
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tintBlackAlpha = (slot.Data.BlendMode == BlendMode.Additive) ? 0 : colorA;
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tintBlackAlpha = isAdditiveSlot ? 0 : alpha;
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color.a = 255;
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} else {
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if (slot.Data.BlendMode == BlendMode.Additive)
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if (isAdditiveSlot)
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color.a = 0;
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}
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} else {
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@ -656,6 +681,11 @@ namespace Spine.Unity {
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float b2 = slot.B2;
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if (pmaVertexColors) {
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float alpha = skeletonA * slot.A * c.a;
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#if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
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bool isAdditiveSlot = slot.Data.BlendMode == BlendMode.Additive;
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if (linearColorSpace && isAdditiveSlot)
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alpha = Mathf.LinearToGammaSpace(alpha); // compensate GammaToLinear performed in shader
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#endif
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r2 *= alpha;
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g2 *= alpha;
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b2 *= alpha;
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@ -767,6 +797,9 @@ namespace Spine.Unity {
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bool canvasGroupTintBlack = settings.tintBlack && settings.canvasGroupCompatible;
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int totalVertexCount = instruction.rawVertexCount;
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#if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
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bool linearColorSpace = QualitySettings.activeColorSpace == ColorSpace.Linear;
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#endif
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// Add data to vertex buffers
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{
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if (totalVertexCount > vertexBuffer.Items.Length) { // Manual ExposedList.Resize()
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@ -830,10 +863,15 @@ namespace Spine.Unity {
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if (regionAttachment != null) {
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if (settings.pmaVertexColors) {
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float alpha = a * slot.A * regionAttachment.A;
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bool isAdditiveSlot = slot.Data.BlendMode == BlendMode.Additive;
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#if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
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if (linearColorSpace && isAdditiveSlot)
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alpha = Mathf.LinearToGammaSpace(alpha); // compensate GammaToLinear performed in shader
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#endif
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rg.x *= alpha;
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rg.y *= alpha;
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b2.x *= alpha;
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b2.y = slot.Data.BlendMode == BlendMode.Additive ? 0 : alpha;
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b2.y = isAdditiveSlot ? 0 : alpha;
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}
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uv2i[vi] = rg; uv2i[vi + 1] = rg; uv2i[vi + 2] = rg; uv2i[vi + 3] = rg;
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uv3i[vi] = b2; uv3i[vi + 1] = b2; uv3i[vi + 2] = b2; uv3i[vi + 3] = b2;
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@ -843,10 +881,15 @@ namespace Spine.Unity {
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if (meshAttachment != null) {
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if (settings.pmaVertexColors) {
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float alpha = a * slot.A * meshAttachment.A;
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bool isAdditiveSlot = slot.Data.BlendMode == BlendMode.Additive;
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#if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
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if (linearColorSpace && isAdditiveSlot)
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alpha = Mathf.LinearToGammaSpace(alpha); // compensate GammaToLinear performed in shader
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#endif
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rg.x *= alpha;
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rg.y *= alpha;
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b2.x *= alpha;
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b2.y = slot.Data.BlendMode == BlendMode.Additive ? 0 : alpha;
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b2.y = isAdditiveSlot ? 0 : alpha;
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}
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int verticesArrayLength = meshAttachment.WorldVerticesLength;
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for (int iii = 0; iii < verticesArrayLength; iii += 2) {
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@ -883,12 +926,18 @@ namespace Spine.Unity {
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vbi[vertexIndex + 3].x = x3; vbi[vertexIndex + 3].y = y3; vbi[vertexIndex + 3].z = z;
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if (settings.pmaVertexColors) {
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color.a = (byte)(a * slot.A * regionAttachment.A * 255);
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float alpha = a * slot.A * regionAttachment.A;
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bool isAdditiveSlot = slot.Data.BlendMode == BlendMode.Additive;
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#if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
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if (linearColorSpace && isAdditiveSlot)
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alpha = Mathf.LinearToGammaSpace(alpha); // compensate GammaToLinear performed in shader
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#endif
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color.a = (byte)(alpha * 255);
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color.r = (byte)(r * slot.R * regionAttachment.R * color.a);
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color.g = (byte)(g * slot.G * regionAttachment.G * color.a);
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color.b = (byte)(b * slot.B * regionAttachment.B * color.a);
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if (canvasGroupTintBlack) color.a = 255;
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else if (slot.Data.BlendMode == BlendMode.Additive) color.a = 0;
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else if (isAdditiveSlot) color.a = 0;
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} else {
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color.a = (byte)(a * slot.A * regionAttachment.A * 255);
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@ -932,12 +981,18 @@ namespace Spine.Unity {
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meshAttachment.ComputeWorldVertices(slot, tempVerts);
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if (settings.pmaVertexColors) {
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color.a = (byte)(a * slot.A * meshAttachment.A * 255);
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float alpha = a * slot.A * meshAttachment.A;
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bool isAdditiveSlot = slot.Data.BlendMode == BlendMode.Additive;
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#if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
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if (linearColorSpace && isAdditiveSlot)
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alpha = Mathf.LinearToGammaSpace(alpha); // compensate GammaToLinear performed in shader
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#endif
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color.a = (byte)(alpha * 255);
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color.r = (byte)(r * slot.R * meshAttachment.R * color.a);
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color.g = (byte)(g * slot.G * meshAttachment.G * color.a);
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color.b = (byte)(b * slot.B * meshAttachment.B * color.a);
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if (canvasGroupTintBlack) color.a = 255;
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else if (slot.Data.BlendMode == BlendMode.Additive) color.a = 0;
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else if (isAdditiveSlot) color.a = 0;
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} else {
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color.a = (byte)(a * slot.A * meshAttachment.A * 255);
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color.r = (byte)(r * slot.R * meshAttachment.R * 255);
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@ -2,7 +2,7 @@
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"name": "com.esotericsoftware.spine.spine-unity",
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"displayName": "spine-unity Runtime",
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"description": "This plugin provides the spine-unity runtime core.",
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"version": "4.2.70",
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"version": "4.2.71",
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"unity": "2018.3",
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"author": {
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"name": "Esoteric Software",
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