您似乎一直在将 atlas 纹理导出为 straight alpha
(bleed
) 但正在应用 PMA 着色器,请参阅:
spine-unity 运行时文档: 高级 预乘-%E5%92%8C-Straight-Alpha-%E5%AF%BC%E5 %85%A5
spine-unity 运行时文档: 视效问题
当您处理 PMA 纹理时也会发生类似的问题,例如 不尊重 PMA 并在透明像素中应用出血的 Photoshop。
除此之外,您似乎正在使用一个非常旧的脊柱统一版本,它缺少着色器属性“Straight Alpha Texture”来在 PMA 和直 Alpha 纹理之间切换。
You seem to have been exporting the atlas texture as straight alpha
(bleed
) but are applying a PMA shader, see:
[url=http://zh.esotericsoftware.com/spine-unity#%E9%AB%98%E7%BA%A7
Premultiplied-%E5%92%8C-Straight-Alpha-%E5%AF%BC%E5%85%A5]spine-unity 运行时文档: 高级 Premultiplied 和 Straight Alpha 导入[/url]
spine-unity 运行时文档: 视效问题
Similar problems can also happen when you process your PMA texture in e.g. Photoshop which does not respect PMA and applies bleed in transparent pixels.
Apart from that you seem to be using a very old spine-unity version which lacks the shader property Straight Alpha Texture
to switch between PMA and straight alpha textures.