• RuntimesUnity
  • When I apply Depth of Field, spine character appers blurry.

hello.
In Unity, when i apply Depth of Field to a spine character, the character appears blurry. This is being corrected.
To record the Depth Buffer, I turned on the Depth Write option and set the Shadow Alpha cutoff to 0.5. And I set the SkeletonAnimation's Z Spacing to -0.001.
Even with this setting, the character is output blurry.
Is there any other solution?
I'm using shader URP/Spine/Skeleton Lit

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To address the blurriness of your Spine character when applying Depth of Field in Unity, you might need to adjust a few settings. First, ensure that the Depth Alpha Cutoff is set to a very low value, such as 0.0001, to avoid cutting off too much of the character's transparency, which can lead to blurriness. Additionally, you can try modifying the render queue of your shader to ensure that the Depth of Field effect is applied correctly. You might also want to check the Advanced - Z Spacing setting to ensure it is not causing Z-fighting or other rendering issues. If these adjustments do not resolve the issue, consider using a different Depth of Field implementation or modifying the order in which the effect is applied in the render queue.

  • thcha ответили на это сообщение.

    Spinebot
    I'm using Global Volume to apply Depth of Field.
    I set Shadow Alpha Cutoff very low value but appear same blurriness.
    is there any other method??

    @thcha Which version of the Spine URP Shaders UPM package are you using? There has been a related bugfix about 3 months ago which might have fixed your issue if you're not using the latest version. Please have a try updating to the latest package version to see if the issue persists.

    • thcha ответили на это сообщение.

      Harald
      I'm using Spine 4.2.
      I changed the shader to URP/Spine/Sprite and it was resolved. After seeing your answer, I tried using the latest version of Skeleton Lit and the same thing happened.
      Anyway, I solved it.

      @thcha Glad to hear you're figured it out, thanks for getting back to us.