TheRyuka

Hello friendly people

I hope I can find help here.
So in my current unity project I use spine animations. The problem I currently have is, that the color and alpha doesn't work in the animation. (Not the alpha of the images. This works perfectly fine)

Example:
I have an animation of a car. Dust comes out of the muffler. The dust should start with 0% opacity go up to 100% and end with 0%. But it just pops in and pops out only with image on/off.

I think I remember it worked at some point but I missed the time when it happed that it doesn't worked anymore.
I guess it happend when we changed to the HDRP pipeline.
Has somebody an answer for me?
TheRyuka
  • Mesajlar: 2

Mario

Our Unity wizard Harri is in vacation until next week, and I'm not super familiar with the HDRP. We currently support the standard render pipeline, LWRP, and URP. We currently do not support HDRP, see Do we have a plan to support HDRP in the future?

It is possible to convert URP materials and shaders to HDRP materials and shaders, but that process isn't trivial nor automatic.
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Mario

Mario
  • Mesajlar: 3031

Harald

Unfortunately I can confirm that we do not yet support HDRP with spine-unity shaders. If you need to use HDRP, the easiest way would be to use non-Spine HDRP comparible shaders and adjust your workflow from premultiplied alpha (PMA) to straight alpha, which is what most shaders require as input. Then you might also want to disable Advanced - PMA vertex colors at the SkeletonAnimation component Inspector. Note that this would sacrifice special Spine functionality such as Tint Black, single-pass additive slot rendering and the like.
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Harald

Harri
  • Mesajlar: 3992


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