Hello,
How in details step by step can I make spine object in unity flashing white? Is this possible?
I would like to use it as a hit effect.
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Scoppex
1 year ago
- Scoppex
- Mesajlar: 12
Harald
We would recommend using the
spine-unity Runtime Documentation: Shaders
A simpler approach can be seen in the
Spine/Skeleton Tint Black
shader for this purpose. You can find documentation about it here:spine-unity Runtime Documentation: Shaders
A simpler approach can be seen in the
Spine Examples/Other Examples/SpineGauge
example scene which uses the Spine/Skeleton Fill
shader.1 year ago
-
Harald - Mesajlar: 4462
Scoppex
Ok, thank you Harald
---
I was trying to do it, but when I change shader to

---
I was trying to do it, but when I change shader to
Spine/Skeleton Tint Black
then my spine object are not reacting on lights on the scene. Im using Universal Render Pipeline, maybe thats the problem? What I can do in that case?1 year ago
- Scoppex
- Mesajlar: 12
Harald
Ok, that's a different story then. Unfortunately we have no lit version of the
Tint Black
shader available, neither for URP, nor for the normal render pipeline. Using URP, what you can do is use the Universal Render Pipeline/Spine/Sprite
shader and either use the Emission
color to tint only the white part, or enable Color Adjustment
and set the Overlay Color
to your desired color (be sure to set the color's alpha value too, otherwise the overlay will have zero alpha).1 year ago
-
Harald - Mesajlar: 4462
Scoppex
Ok, I have done what you said and it works now, thank you:)
BTW. It have some downsides that I have used this method (with Color Adjustment) instead of that hou have suggested first?
Performance will be the same when I change it to "Universal Render Pipeline/Spine/Sprite" from lit version I had before?
BTW. It have some downsides that I have used this method (with Color Adjustment) instead of that hou have suggested first?
Performance will be the same when I change it to "Universal Render Pipeline/Spine/Sprite" from lit version I had before?
1 year ago
- Scoppex
- Mesajlar: 12
Harald
Glad to hear it's working.
The downside is thatScoppex yazdı:BTW. It have some downsides that I have used this method (with Color Adjustment) instead of that hou have suggested first?
Tint Black
looks a bit better, but that might depend on your scenario and is a subjective judgement.Theoretically the Sprite shaders are more costly performance-wise, but in a real world scenario it is likely not even measurable. This depends on your use case however, so please be sure to always test performance on the target device, using a Release build.Scoppex yazdı:Performance will be the same when I change it to "Universal Render Pipeline/Spine/Sprite" from lit version I had before?
1 year ago
-
Harald - Mesajlar: 4462
Scoppex
Thank you once again for your comprehensive answer.
1 year ago
- Scoppex
- Mesajlar: 12
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