/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2022, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #if UNITY_2017_2_OR_NEWER #define HAS_VECTOR_INT #endif using UnityEngine; using UnityEngine.Events; namespace Spine.Unity.Examples { public class RenderTextureFadeoutExample : MonoBehaviour { public SkeletonRenderTexture skeletonRenderTexture; public SkeletonRenderer normalSkeletonRenderer; public void Update () { float fadeoutAlpha = 1.0f - ((0.5f * Time.time) % 1.0f); // changing transpacency at a MeshRenderer does not yield the desired effect // due to overlapping attachment meshes. normalSkeletonRenderer.Skeleton.SetColor(new Color(1, 1, 1, fadeoutAlpha)); #if HAS_VECTOR_INT // Thus we render the whole skeleton to a RenderTexture first using the // SkeletonRenderTexture component. // Changing transparency at a single quad with a RenderTexture works as desired. skeletonRenderTexture.color.a = fadeoutAlpha; #else Debug.LogError("The SkeletonRenderTexture component requires Unity 2017.2 or newer."); #endif } } }