ToddRivers

  • 20 июн 2017
  • Регистрация: 14 фев 2016

    @ToddRivers I can attest to this bug as well. I'm on Unity2017 now

    But I can't seem to reproduce it consistently... If I recall the fix was to use PNG and not TGA files. But that might not be a good choice? I heard TGA is supposedly better for alpha channel control :think:

    Hey @ToddRivers we recently updated Spine-Unity and Spine-Csharp with the new runtime of Spine 3.6 and now all of our materials using your shaders look like this:

     Loading Image

    We are using vertex lit with standard alpha (and the sprites come from Photoshop and they are being exported as standard alpha too) and they worked before.
    Is this because we're using Unity 5.5.0f3?

    Thanks!

    @ToddRivers Awesome!! Thanks for posting it onto the asset store 🙂

    I'm sure lots of people will appreciate all your hard work !

    @ToddRivers good hearing back from ya! 🙂

    I was getting flickering on 5.5, but I should update to 5.6 to test it out as well. It seems the flickering is gone on 5.5 at least, crossing fingers. Will let you know how it goes on 5.6!

    Thanks again for the continued support on this amazing shader!! Let me know if there's anything I can help you out on.


    22 Apr 2017, 04:55


    @ToddRivers

    Just updated to 5.6.0f3 Looks to be good on the flickering issue! Thanks alot for the shader support! We all owe ya a debt of gratitude~ :happy:

    Hi @ToddRivers,

    I'm keeping up with the updates and keep thanking you for creating these shaders.

    Is there any chance you could add support for simple offset-shadows to the ubershader (or maybe also an outline?), as part of the ubershader, or as a separate single-coloured-shadow-shader, maybe with some configurable edge blurring that also supports fading the skeleton shadow as a whole (an alpha value for the whole skeleton, not made by overlaying each bone's alpha: i.e.: like a real shadow?)

    I remember to have seen something like a skeleton trail FX but can't remember where, and if the trail was actually revealing each bone's borders when fading or was faded as a whole.

    If it's not available right now, and you're available to work on it, I'd happily donate to have this feature 🙂 (working on mobile, I suppose some multiple passes could be needed, but I would be using this for the main chars only)

    Cheers,
    Alessandro Salvati

    @ToddRivers,

    I'm playing around with the new specular map option. Super cool stuff man! !

    Just letting you know, I haven't had any trouble with it on 5.5.0f3. 🙂


    09 Jan 2017, 09:02


    @ToddRivers
    Hi ToddRivers, do you have this performance spike when you are using pixel lit, sprite?

     Loading Image

    @ToddRivers Thank you very much for your help!
    But I was not able to apply your shader SpriteDepthNormalsTexture.shader camera. I'm not a great expert in this field.

    Nevertheless, I tried to create your shader and script UseShade.cs

    public class UseShade : MonoBehaviour {
    
    public Camera custom_CAMERA;
    public Shader myShade; 
      
    void Start () {
          custom_CAMERA.RenderWithShader(myShade, "_forVol");
    }
    }
    

    But it did not change anything in the scene. What am I doing wrong? :S
    If it is interesting to test the project spread. (Unity5.5.0f3)
    https://drive.google.com/open?id=0B3A2ZpysfaxBNm9MaXRlY3lUSjg

    I don't understand why Unity devs love to change sometimes names for code methods. It's like they love to mess projects up haha.

    Anyways, I have a question. Is there a way to have the additive blending from Spine to work with your shaders @ToddRivers?
    If I use additive blending in Spine that attachment doesn't work with your shaders. It would be awesome to combine both of them so I can animate lit things. Something I could do would be to animate the emissive power in your shaders to animate the lighting on my character, or something like that.

    @ToddRivers should be up to date until Nov 24. I think that includes the normals fix.

    , yeah like Pharan says what you're seeing is just the specular from the standard shader. The shader doen't support specular (yet!) so a better comparison would be to compare it with the 'Legacy Shaders/Bumped Diffuse' shader which doesn't have specular.
    Its something I'll prob add at somepoint, along with a specular map as don't think it makes sense for the whole sprite to be shiny but bits like armour etc would look cool 🙂

    @ToddRivers @Pharan Ahh that would explain the difference in appearance. 8)

    Ok crossing fingers , you or the Spine team can get around adding a specular map option :happy: :happy:

    AlaNintendo написал

    Hi @ToddRivers,

    Great progress as always! And also very much appreciated for all your hard work and continued support on this tool! I hope the Spine guys are compensating your excellent addition, to an already awesome animation tool.... maybe some free licenses or something if you aren't accepting cash ? :party:

    I also have a question about normal intensity, maybe I'm doing something wrong? I can't seem to get the same level of "normal" map bump using your tool compared to Unity's normal "Standard" shader. Any idea on what I'm doing wrong? (The left mario is using the Standard Shader, right is your sprite shader)

    Thanks again!
     Loading Image

    +1 for normal intensity float multiplier in the shader 😛

    • Изменено

    Hi @ToddRivers,

    Great progress as always! And also very much appreciated for all your hard work and continued support on this tool! I hope the Spine guys are compensating your excellent addition, to an already awesome animation tool.... maybe some free licenses or something if you aren't accepting cash ? :party:

    I also have a question about normal intensity, maybe I'm doing something wrong? I can't seem to get the same level of "normal" map bump using your tool compared to Unity's normal "Standard" shader. Any idea on what I'm doing wrong? (The left mario is using the Standard Shader, right is your sprite shader)

    Thanks again!

     Loading Image

    Pls find the settings below.
     Loading Image

    Hi @ToddRivers,

    I'm using the shaders of about a week ago and I'm facing a few issues when the sprite gets exposed to Spotlights with Intensity of 4:

    Normal:

    Lit by a spotlight with an intensity of 4 (using HDR doesn't change anything)

    This is the material I'm using:
    Note that even changing the blending mode to premultiplied alpha I get the same results.
    It's like the sprite is getting... transparent, you can see through it like it was made of veils.

    Note how selecting Pixel Lit the inspector still shows Vertex Lit.
    Also, sometimes when switching between shaders the shader crashes and shows a pink/error material. Selecting again the shader from the list solves the issue.

    @ToddRivers. Nate wants to bundle it with the runtime but I'm trying to figure out how to proceed.

    I've been recommending your shader to people who need these features and the common reaction seems to be: "whoa. that's too many features for me." Even though I try to explain that features you don't use don't affect performance. So I want to make some changes to the inspector (spine-friendly defaults and user-friendliness) before then.

    I also feel like I need to rename the shader to "Spine/Sprite/Sprite somethingsomething" so people don't get a random "Game" folder in their shaders and so it doesn't get jumbled up with the others. I was thinking something like this:

    But it seems a bit too long.

    Anyway, I'm wondering about your thoughts on continuing work on it. Like, will there be two versions? Yours and Spine's? Or would you do PRs on the spine-runtimes git repo directly?
    I don't want to impose any weird stuff too (in case I make changes to the inspector) if they don't work for the project that you're working on. But I also want to confidently make updates if ever you make changes that require inspector changes too.

    Thanks for all your work @ToddRivers!

    I'd definitely be paying for your work, please put it on the Asset Store! Is there a way to get in touch with you directly, maybe to get some active and responsive support, possibly supported by donations?
    I thought Spine runtimes for Unity included some basic lit shaders but all the work you're doing is definitely a must have for every Unity Spine user!

    Some general questions:

    Which Unity Runtimes do your shaders work on? Have you already tested it on Unity 5.4.2f2?

    Do the shader support ambient lighting, spot, omni and directional lights?

    Thanks for all your work @ToddRivers!

    I'd definitely be paying for your work, please put it on the Asset Store! Is there a way to get in touch with you directly, maybe to get some active and responsive support, possibly supported by donations?
    I thought Spine runtimes for Unity included some basic lit shaders but all the work you're doing is definitely a must have for every Unity Spine user!

    Which Unity Runtimes do your shaders work one? Have you already tested it on Unity 5.4.2f2?

    my name is Alessandro Salvati, and my email is <removed>

    I'm working with a team, possibly using Spine for our needs. We may need some simple pixel lit shaders for our characters, for Android and iPhone.

    Do you think your shaders will work on mobile? We may be using all different lights, from spot to directional, to spotlight.

    Do the shaders take into account ambient lighting?

    Thanks for your time! 🙂

    @ToddRivers - You're a god! It works perfectly now. Thanks so much 🙂 🙂

    @ToddRivers.

    Thanks alot for the advice on the rim lighting and mesh normals. I'll give those a try once I fix up my spine animations.

    What exactly is going on with ambient occlusion in the last pic? Is this a Screen Space Ambient Occlusion effect? Or something else?

    Yea thats the default image effects from Unity's "Screen Space Ambient Occulsion" script. For some reason when I'm using the Blend Modes in your script, the AO from the background seems to render in front? or some kind of additive effect is happening? Sorry I wish I was more technical to explain. I was hoping the screenshots would help explain.

    Let me know if I can do some other tests?

    Thanks again for the support on this amazing tool! Much appreciated
    It's very fun to use 🙂 🙂

    @ToddRivers We modified the shader by adding Emission Power to it. (it's the last version, before your fixes). Feel free to include it in your package. It can be used to achieve brighter/more intensive light from the glow map and combined with some postprocessing like simple bloom it can produce neat effects:

     Loading Image

    @ToddRivers Thanks so much! Was trying to find other ways to contact you.... please don't disappear like that again 🙂. It's great that we also get an emission channel now, too. This shader is getting cooler all the time...