Fish

My teammate gave me a Spine asset which contains some blending modes. I import this asset and set "Skeleton Data Modifier" property to "Default BlendModeMaterials" in inspect window.

Everything goes right in SkeletonAnimation Component. But when I use SkeletonGraphic (Unity UI), then the blend effect doesn't appear.

Any replies would be very appreciated !!
Fish
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Harald

I'm sorry to say that multiple blend modes are not supported on SkeletonGraphic. The problem is the single submesh limitation of Unity's CanvasRenderer which also prevents support for multiple atlas page textures at a single SkeletonGraphic. So even if you would write your own copy of the Spine/SkeletonGraphic shader for different blend modes, it will not be possible to assign multiple materials at a single CanvasRenderer.

There is an issue ticket that deals with support of blend modes at SkeletonGraphic via a different workaround, but I fear it will take some time until we get to implement this feature:
[unity] SkeletonGraphic blend modes support · #1316

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Having read your headling again, I just noticed that you might not need multiple materials at the same skeleton.

If screen blend mode is sufficient, then you can simply use this shader I quickly made for you (see attachment). You just have to create a copy of the SkeletonGraphicDefault material and assign the shader.
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Harald

Harri
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Fish

@Harald, I'm sorry for reply late. I understand your meaning and thanks for your explanation. But this shader is not what I need. In my Spine Asset, some slots have screen blending and others don't have blending setting.

I have to use SpineAnimation and put it into Canvas. It works fine up to now.

I will stay focus on the SkeletonGraphic blend modes support.
Fish
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Harald

Thanks for getting back to us, glad you could resolve the problem using SkeletonAnimation.
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Harald

Harri
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