• Blending Modes

Hi Karl,

I noticed your message on the suggestions Post, you seem to be familiar to the tedious process to implement blending modes in Unity, I haven't found a guide for this and although the the moderators have been responsive, I or my dev just can't get it to work! could you help us out here? 😢
By the way I'm not a dev, I only animate in Spine but I work with a dev that will be using Unity for this

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Hey! I'm mostly an artist myself (been self teaching c# and unity) but I'd be happy to help if I can. Could you explain specifically what you're having a problem with or specifically what it is you want to do?

SoulKarl a écrit

Hey! I'm mostly an artist myself (been self teaching c# and unity) but I'd be happy to help if I can. Could you explain specifically what you're having a problem with or specifically what it is you want to do?

I guess the best way would be to learn the whole process.
From:

  1. here's your animation with a few slots that have blending modes
  2. you export it this way.
  3. You give your dev this
  4. Your dev does this in Unity
  5. Using this
  6. You see your animation with the correct blending modes

I know it's a lot to ask but whenever you have a few minutes It'd be greatly appreciated

I already see the problem. The blending modes that you set in spine DO NOT come over to unity. That's the reason you guys are hitting snags. You can set blending modes in spine just to make sure things look right before exporting and stuff, but ultimately you just have to do it in unity.

step1 - in unity create a skeleton animation in your hierarchy.

step2 - add component 'skeleton renderer custom materials'

step3- make a new material. You can use other shaders, make your own, or just use the ones provided by spine. So for instance lets make a multiply layer. Make the material, select shader/Spine/PMA Multiply. Then, add the texture you exported from spine to the Main_Tex of the material/shader (if youre using multiple texture sheets per image, you just need to make multiples if you needed things from all of em - otherwise just chose the 1 with the thing you need multiplied).

step4- back in the skeleton renderer custom materials... if you need to make ALL of a texture multiplied (like say, you exported all your shadow layers in 1 image, and all the base art on another image) you could simply just override whichever material you need to. if you need to access a specific slot from spine, that's just at the top under custom slot materials. Either way, simply drag your material into the material slot provided.

try it out with other shaders as well and see what kind of effects you can get/what works for you!

Thank you so much, this doesn't make much sense to me since I'm no programmer but I'm thinking my dev will make a day out of it.

no problem!

also, none of this is programming - its all just unity. If your dev's background is mostly in programming, you should actually be helping out on the unity front too. If you know your way around photoshop youll be able to learn unity's set up way faster than he likely can (its all very visually based and I think easier to grasp than most of PS's shenanigans).

True, I will eventually it looks pretty overwhelming but I need to learn this ASAP

7 ans plus tard

Hello, we have a problem with the component called "skeleton renderer custom materials"
I want to make the eyes of the Ant Queen glow red using a custom material. There is a special blurred attachment on top I made just for this.
It works perfectly fine on all the other skeletons , as you can see the foot of the character is white, but it does not work on the Ant Queen skeleton for some reason. We tried restarting the editor, re-exporting and re-importing but cant figure out why this skeleton is the exception.
Any ideas?


@GMC In general please don't necro a 7 year old thread unless you have good reasons for it. Many issues from the past have been fixed already and old workflows might be deprecated. Just create a new thread instead. In your case, the title also does not suit your question.

Regarding actual question: Unfortunately it's impossible to help based just on these screenshots. A quick guess is that the Slot Name is wrong and thus targeting the wrong slot. You can send us a minimal Unity project which shows your issue as a zip file to contact@esotericsoftware.com, briefly mentioning this forum thread URL so that we know the context. Then we can have a look at it.