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blending modes creates additional material in unity!!!
hey guys while i use blending modes alot in spine, it's weird that recently just using any blending mode in spine and exporting to unity i see it adds the blending mode as a separate material or separate atlas, once i remove blending modes from slots issue fixed and it becomes 1 material and 1 atlas, like wth is going on here :think: :think:
I'm sorry to hear you're having trouble. Could you check if your Auto-Import Settings
are correct in Unity's Preferences
window, accessible via Edit - Preferences
(Unity - Preferences
on Mac)? For more information on the correct settings, please see the following section of the spine-unity runtime documentation:
spine-unity Runtime Documentation: Advanced Premultiplied vs Straight Alpha Import
Misaki написалI'm sorry to hear you're having trouble. Could you check if your
Auto-Import Settings
are correct in Unity'sPreferences
window, accessible viaEdit - Preferences
(Unity - Preferences
on Mac)? For more information on the correct settings, please see the following section of the spine-unity runtime documentation:
spine-unity Runtime Documentation: Advanced Premultiplied vs Straight Alpha Import
thank you misaki for your response, but it seems that it needs to create additional material in unity just to apply blending shader to it :think: , anyway i just removed blending modes and it seems fine with only 1 material to work with
Additive blend mode requires no additional material when Advanced - PMA Vertex Colors
is enabled at your SkeletonRenderer
component. Also please check your SkeletonData asset settings in the Inspector, you may have enabled Blend Mode Materials
Apply Additive Material
which uses a separate Material then.
See the documentation page here:
spine-unity Runtime Documentation: Skeleton Data