Hello! I was wondering if there was any progress with adding the tint-black feature into the Godot runtime? I know previously it was said that it just wasn't possible with the inability to send extra vertex data to shaders. Just wondering if there had been any more developments, I remember seeing someone on the Github who was able to do it, but were unable to share due to their companies NDA or something similar.

  • Misaki ответили на это сообщение.
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    As of the latest documentation, there is no mention of the tint-black feature being added to the spine-godot runtime. The limitation regarding the inability to send extra vertex data to shaders in Godot still stands, which prevents the implementation of the tint-black feature. While there have been discussions and attempts by individuals, such as the one you mentioned on GitHub, there has been no official update or solution provided in the spine-godot runtime documentation.

    For the most current updates, you might want to keep an eye on the Spine Runtimes repository and the Spine Runtimes Guide.

    Saratoubi Unfortunately, spine-godot does not support Tint black yet. As Spinebot replied, the documentation does not mention it, but the README on GitHub mentions that Tint black and Screen blend mode are not supported.