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  • URP项目中插槽颜色变化的动画在特定shader下不生效

unity版本2022.3.17f1c1
Spine-Unity运行时版本spine-unity-4.2-2024-05-21
Spine Universal RP shaders 版本4.2.31

我有一个角色,他的动画中包含了插槽颜色的动画,现在遇到一个问题:
这个插槽颜色的动画在shader为Universal Render Pipeline/2D/Spine/Skeleton Lit时不生效

这个插槽颜色的动画在shader为Universal Render Pipeline/2D/Spine/Skeleton时能正常播放

请关注上面gif中角色的眼部动画,两个gif是同一个Spine资源在不同shader下的表现

我不确定这是我哪里没有设置正确或者这是一个bug,求助

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@ECG_Kinsey Are you perhaps using Tint Black to color the slot instead of the normal color to color the slot? Could you please show the slot color in the Spine Editor?

    Harald 该插槽的着色动画是以普通的着色方式进行k帧的

    该动画表现在Spine编辑器中也是正常的

    @ECG_Kinsey According to the screenshot you're using Additive (相加) blend mode at the slot. Do you have Advanced - Premultiply Alpha enabled or disabled at the SkeletonAnimation component? I assume that you're not using SkeletonGraphic, is this correct?

    What is your setting at the SkeletonDataAsset under Blend Mode Materials Apply Additive Material, is it enabled or disabled?

      @ECG_Kinsey We have just discovered a bug in the Universal Render Pipeline/2D/Spine/Skeleton Lit shader. We have pushed a bugfix to the 4.2 branch.

      A new 4.2 Spine URP Shaders UPM package is available for download:
      https://esotericsoftware.com/spine-unity-download
      Please let us know if this fixes the issue on your end as well. Thanks for reporting!

      Issue ticket URL for later reference:
      EsotericSoftware/spine-runtimes2533

        Harald 我使用了SkeletonMecanim组件,该组件的公开的属性中并未有PremultiplyAlpha的属性,这是该组件的设置,关于Advanced内部的属性,都保持默认的值

        下图是关于SkeletonData资产的相关设置,也均是默认的值

        希望对定位问题能产生一些帮助

        Harald 这个问题在使用最新的Spine URP shader 之后得到了修复,非常感谢您的帮助,很有用也很及时

        @ECG_Kinsey Glad to hear, thanks for letting us know!