tjbrunetto

Hi Esoteric Team,

Unity is about to allow all users working in 2D to have 2D specific lighting. The way they allow the lighting to work is by changing the material of the objects in Unity. The material in Spine I imagine is a bit different from this new material. Is there going to be support for a lighting system that works with Spine objects in Unity?

Tim
tjbrunetto
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Harald

Hi Tim,

Yes, we are planning to support the 2D Renderer and 2D Light pipeline introduced in Unity 2019.2 (although experimental).
There is now an issue ticket here:
[unity] Support 2D Lights of Unity 2019.2 · #1413

Note however that we have other important tickets to support recent Unity additions in line before this task.

We have just recently finished development of a Spine LWRP Shaders UPM package that now provides support for the previously existing Spine shaders Spine/Skeleton Lit and Spine/Sprite/Pixel Lit and Vertex Lit which rendered pink due to not being supported in LWRP.
There will be an official release blog post soon (however, the Spine 3.8 release comes first). It was tracked in this ticket if you are interested:
https://github.com/EsotericSoftware/spine-runtimes/issues/1255
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Harald

Harri
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IndieDoroid

Harald писал(а):Hi Tim,

Yes, we are planning to support the 2D Renderer and 2D Light pipeline introduced in Unity 2019.2 (although experimental).
There is now an issue ticket here:
[unity] Support 2D Lights of Unity 2019.2 · #1413

Note however that we have other important tickets to support recent Unity additions in line before this task.

We have just recently finished development of a Spine LWRP Shaders UPM package that now provides support for the previously existing Spine shaders Spine/Skeleton Lit and Spine/Sprite/Pixel Lit and Vertex Lit which rendered pink due to not being supported in LWRP.
There will be an official release blog post soon (however, the Spine 3.8 release comes first). It was tracked in this ticket if you are interested:
https://github.com/EsotericSoftware/spine-runtimes/issues/1255
Oh wow this is AMAZING news! We can finally take advantage of LWRP in unity! Any news on supporting light map baking as well? :)
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IndieDoroid
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Harald

Glad you like it :).

Which use case of lightmap baking are you thinking of regarding the Spine shaders?
BTW: Light Probes are supported in the new LWRP shaders.
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Harald

Harri
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IndieDoroid

Harald писал(а):Glad you like it :).

Which use case of lightmap baking are you thinking of regarding the Spine shaders?
BTW: Light Probes are supported in the new LWRP shaders.
In terms of use case, being able to bake the light and shadow information, overall, helps a ton for optimization and performance.

You mean Light Probes will work on the newest Spine/ Sprite/ Pixel Lit (LWRP) shaders, right? :o

Because I tried using Light Probes last year but it didn't work with the Spine Shaders. I was tempted to switch everything over to Unity's standard shader, but it made some Spine assets look awful. :zipper: :scared:
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IndieDoroid
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Harald

IndieDoroid писал(а):In terms of use case, being able to bake the light and shadow information, overall, helps a ton for optimization and performance.
The questions is why would you want to assign the Spine shader at static geometry? Lightmaps will not affect dynamic objects. Typically you will have light probes in place that save the lighting state at a point during time ob lightmap baking and then have your dynamic objects lit by those light probes.
IndieDoroid писал(а):You mean Light Probes will work on the newest Spine/ Sprite/ Pixel Lit (LWRP) shaders, right? :o
Yes, they are supported in the glorious new Lightweight Render Pipeline/Spine/Sprite shader. :)
IndieDoroid писал(а):Because I tried using Light Probes last year but it didn't work with the Spine Shaders. I was tempted to switch everything over to Unity's standard shader, but it made some Spine assets look awful. :zipper: :scared:
Sorry to hear that. Actually the previous Spine/Sprite shaders supported light probes by enabling the Spherical Harmonics parameter. Thanks for the hint, I will change this name on the 3.8-beta branch, as this is hiding the actual feature from those who know that light probes are stored as spherical harmonics.

Btw: even more features are enabled by enabling the Spherical Harmonics parameter, if you look at the hint-text:
"Enable to use spherical harmonics to calculate ambient light / light probes. In vertex-lit mode this will be approximated from scenes ambient trilight settings."
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Harald

Harri
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IndieDoroid

Harald писал(а):The questions is why would you want to assign the Spine shader at static geometry? Lightmaps will not affect dynamic objects. Typically you will have light probes in place that save the lighting state at a point during time ob lightmap baking and then have your dynamic objects lit by those light probes.
I prefer the flattened look of the Spine Shader on my environmental assets. :)
Harald писал(а):Yes, they are supported in the glorious new Lightweight Render Pipeline/Spine/Sprite shader. :)
I can't wait to give these a try! But I wonder how painful it's going to be to convert all my scenes to LWRP ... I guess I'll find out lol
Harald писал(а):Sorry to hear that. Actually the previous Spine/Sprite shaders supported light probes by enabling the Spherical Harmonics parameter. Thanks for the hint, I will change this name on the 3.8-beta branch, as this is hiding the actual feature from those who know that light probes are stored as spherical harmonics.

Btw: even more features are enabled by enabling the Spherical Harmonics parameter, if you look at the hint-text:
"Enable to use spherical harmonics to calculate ambient light / light probes. In vertex-lit mode this will be approximated from scenes ambient trilight settings."
Oh wow! I didn't knot the full extent of Spherical Harmonics, was this something you guys added or was it always there in the original shader? :scared:

Will these LWRP shaders work with 2018.4 ? Or we should update to 2019.2?
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IndieDoroid
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Harald

IndieDoroid писал(а):I prefer the flattened look of the Spine Shader on my environmental assets. :)
Ok, I didn't expect that. :)
IndieDoroid писал(а):Oh wow! I didn't knot the full extent of Spherical Harmonics, was this something you guys added or was it always there in the original shader? :scared:
Spherical harmonics have been supported in the Spine/Sprite shaders for quite some time, it was not added too recently. BTW: I have renamed the paremeter and released a new unitypackage yesterday.
IndieDoroid писал(а):Will these LWRP shaders work with 2018.4 ? Or we should update to 2019.2?
We recommend using Unity 2019.1 when using Unity's LWRP packages in general.
Long story: The LWRP packages available for Unity 2018 were different and marked as preview packages, ending at version number 4.10. Using this preview package, we received shader compile errors which we did not get to resolve quickly, so out of the box this will not be compatible. We support versions of the com.unity.render-pipelines.lightweight package from 5.7.2 onward, which I fear cannot simply be copied over to an existing Unity 2018 project.
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Harald

Harri
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IndieDoroid

Harald писал(а):Spherical harmonics have been supported in the Spine/Sprite shaders for quite some time, it was not added too recently. BTW: I have renamed the paremeter and released a new unitypackage yesterday.

We recommend using Unity 2019.1 when using Unity's LWRP packages in general.
Long story: The LWRP packages available for Unity 2018 were different and marked as preview packages, ending at version number 4.10. Using this preview package, we received shader compile errors which we did not get to resolve quickly, so out of the box this will not be compatible. We support versions of the com.unity.render-pipelines.lightweight package from 5.7.2 onward, which I fear cannot simply be copied over to an existing Unity 2018 project.
Ok got it! Thanks for the update. No big deal, I'll probably move over to 2019 at some point! 8)
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IndieDoroid
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