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[unity] Fixed Tint Black for transparent vertex alpha, see #2457 (previous fix was incorrect). Added SkeletonGraphic TintBlack blend mode shaders and separate material sets.
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@ -57,13 +57,17 @@
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* Added `Physics Constraints` example scene (located in `Spine Examples/Other Examples`) together with `celestial-circus` example skeleton assets. This scene demonstrates Transform movement automatically affecting physics constraints of a skeleton.
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* PhysicsConstraints: Skeleton components now allow you to use relative instead of world-space Transform movement by assigning a Transform (typically the parent) to the new `Movement relative to` property. Leave this property at `null` (the default) to use world-space Transform movement for physics.
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* PhysicsConstraints: Added Spine Preferences settings `Editor Instantiation` - `Physics Inheritance` - `Default Position` and `Default Rotation` to initialize skeletons physics settings with the desired Transform position and rotation inheritance factors when added to a scene via drag-and-drop.
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* SkeletonGraphic: Added Tint Black blend mode shaders `Spine/SkeletonGraphic Tint Black Additive`, `Spine/SkeletonGraphic Tint Black Multiply` and `Spine/SkeletonGraphic Tint Black Screen`.
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* SkeletonGraphic: Added pre-defined SkeletonGraphic material sets for main workflow parameters in folders `spine-unity/Materials` instead of requiring manual copies:
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`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).
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* **Breaking changes**
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* Changed `SpineShaderWithOutlineGUI` outline related methods from `private` to `protected virtual` to allow for custom shader GUI subclasses to switch to different outline shaders.
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* Changed `BoneFollower` and `BoneFollowerGraphic` methods `LateUpdate` and `Initialize` to `virtual` to allow easier overriding for e.g. positional offset in custom subclasses.
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* `MeshGenerator` received a new optimization option to avoid rendering fully transparent attachments at slot alpha 0 by default. Comment out `#define SLOT_ALPHA_DISABLES_ATTACHMENT` in `MeshGenerator.cs` to revert to previous behaviour. You may only need this option disabled when utilizing a custom shader which uses vertex color alpha for purposes other than transparency.
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* PhysicsConstraints: bool properties `ApplyTranslationToPhysics` and `ApplyRotationToPhysics` were changed to `Vector2 PhysicsPositionInheritanceFactor` and `float PhysicsRotationInheritanceFactor` to allow the Transform movement the be scaled by a factor before being applied to the skeleton. You can set the properties to `Vector2.zero` and `0` respectively to disable applying any Transform movement at all. The `Advanced` Inspector section `Physics Constraints` was renamed to `Physics Inheritance`, the properties in the section are now called `Position` and `Rotation`.
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* SkeletonGraphic Materials: Since the addition of new material sets for the `CanvasGroupCompatible` parameters, the default SkeletonGraphic materials all have `CanvasGroup Compatible` disabled. Please assign the respective material from the `CanvasGroupCompatible` material subdirectory if you want `CanvasGroup Compatible` enabled at your SkeletonGraphic.
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* **Changes of default values**
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* **Deprecated**
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@ -590,29 +590,41 @@ namespace Spine.Unity.Editor {
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}
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public static Material DefaultSkeletonGraphicMaterial {
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get { return FirstMaterialWithName("SkeletonGraphicDefault"); }
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get { return MaterialWithName("SkeletonGraphicDefault"); }
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}
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public static Material DefaultSkeletonGraphicAdditiveMaterial {
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get { return FirstMaterialWithName("SkeletonGraphicAdditive"); }
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get { return MaterialWithName("SkeletonGraphicAdditive"); }
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}
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public static Material DefaultSkeletonGraphicMultiplyMaterial {
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get { return FirstMaterialWithName("SkeletonGraphicMultiply"); }
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get { return MaterialWithName("SkeletonGraphicMultiply"); }
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}
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public static Material DefaultSkeletonGraphicScreenMaterial {
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get { return FirstMaterialWithName("SkeletonGraphicScreen"); }
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get { return MaterialWithName("SkeletonGraphicScreen"); }
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}
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protected static Material FirstMaterialWithName (string name) {
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protected static Material MaterialWithName (string name) {
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string[] guids = AssetDatabase.FindAssets(name + " t:material");
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if (guids.Length <= 0) return null;
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string firstAssetPath = AssetDatabase.GUIDToAssetPath(guids[0]);
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if (string.IsNullOrEmpty(firstAssetPath)) return null;
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int closestNameDistance = int.MaxValue;
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int closestNameIndex = 0;
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for (int i = 0; i < guids.Length; ++i) {
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string assetPath = AssetDatabase.GUIDToAssetPath(guids[i]);
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string assetName = System.IO.Path.GetFileNameWithoutExtension(assetPath);
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int distance = string.CompareOrdinal(assetName, name);
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if (distance < closestNameDistance) {
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closestNameDistance = distance;
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closestNameIndex = i;
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}
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}
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Material firstMaterial = AssetDatabase.LoadAssetAtPath<Material>(firstAssetPath);
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string foundAssetPath = AssetDatabase.GUIDToAssetPath(guids[closestNameIndex]);
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if (string.IsNullOrEmpty(foundAssetPath)) return null;
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Material firstMaterial = AssetDatabase.LoadAssetAtPath<Material>(foundAssetPath);
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return firstMaterial;
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}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Ints: []
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m_Floats:
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- _ThresholdEnd: 0.25
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- _UVSec: 0
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- _ZWrite: 1
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m_Colors:
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- _Black: {r: 0, g: 0, b: 0, a: 0}
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _OutlineColor: {r: 1, g: 1, b: 0, a: 1}
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m_BuildTextureStacks: []
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fileFormatVersion: 2
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assetBundleName:
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assetBundleVariant:
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Reference in New Issue
Block a user