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Issue with Custom Slot Material (not working ?)
Hello,
I'm using a "dissolve" Shader in unity made with the new Universal Render Pipeline.
When my character die, i animate the shader "Fade" property.
The issue is, if i remplace the default Spine material with this one, all my "fading alpha animation" like the "slice effect" from my sword just don't appear, maybe because the URP don't take account the Alpha animation and Blend mode from Spine.
So, i applied the URP"dissolve" material to the whole Skeleton, and i applied the "default" spine material (which handle the alpha animation/blend modes) to my "Slice/FX" slot since i don't need to dissolve this part anyway.
But assigning the Default material to a "Custom Slot" just don't work for me, it still keep the "Dissolve" material everywhere (you can see in the screen the "Override Disabled" is unchecked for the slot material.
So i don't know if this "Custom Slot material" don't work or if i miss something.
Or is there a way to use URP shaders, keeping the Spine properties (alpha animation and blend modes) ?
Or is there a way to apply the Custom Blend Mode Material somehow to a URP 2D Shader ?
(I'm using unity 2019.4.2f1 and the last Spine Packages)
Thanks in advance,
Bakudan.
Bakudan написал[..]maybe because the URP don't take account the Alpha animation and Blend mode from Spine.
Most likely your dissolve shader is not applying the vertex color alpha value accordingly. If you feel capable, you could simply add this part to multiply vertex color RGBA values by the sampled texture color.
Bakudan написалBut assigning the Default material to a "Custom Slot" just don't work for me, it still keep the "Dissolve" material everywhere (you can see in the screen the "Override Disabled" is unchecked for the slot material.
Judging from the screenshot it is not keeping it everywhere, since you can see skeleton_Material1
at the bottom of the Inspector. So it is being applied somewhere. Did you check if you perhaps chose the wrong target slot? You could have a try if it has any effect when assigning to a different slot.
Thanks for the shader i had indeed to "multiply" the alpha value to my final result to see it properly apply.
But for the other solution, i've check the slots and whenever i apply the regular Spine material to the model and the Dissolve shader to a specific slot (or the opposite) i don't have the correct effect.
Either my "material" became automaticaly a "Spine/Blend Modes/Skeleton PMA Additive thing, with change nothing, or it stayes unchanged, even if you can see 2 materials listed on the Spine Gameobject like in the previous picture. (The 2nd material is the "remplacing/overriding" one which have no effect).
But correcting the alpha from from the shader work so its fine anyway^^.
Glad you figured it out! Thanks for letting us know.