一般来说应该是这样
但是如果角色背后有远景会变成这样
相关设置似乎也都开启了
有没有大佬救救我!Xp
在开启后处理中的景深后,角色部分变成半透明了
您的意思是即使在使用 Universal Render Pipeline/Spine/Sprite 着色器的屏幕截图中的材质上启用了 Write to Depth
之后,您也看不出有什么不同吗? 您在此处显示的屏幕截图看起来好像您的骨架没有渲染到深度缓冲区,然后深度缓冲区将使用它后面场景的深度(距离很远,因此很模糊)。
Do you mean that you see no difference even after enabling Write to Depth
at the material in the screenshot that uses the Universal Render Pipeline/Spine/Sprite
shader? The screenshot you show here looks as if your skeleton is not rendering to the depth buffer, which will then use the depth of the scene behind it (which is far away, therefore blurry).
@tianlluo 您使用的是哪个版本的 Spine URP Shaders UPM 包? 您能否检查更新包是否解决了这个问题(通过 Unity 包管理器选择包并点击“更新”按钮,或者从下载页面下载最新的 zip 包)?
如果在使用最新的软件包时问题仍然存在:那么您能否向我们发送一个仍然显示此问题的最小 Unity 项目? 您可以将其作为 zip 包发送至 contact@esotericsoftware.com,并简要提及此论坛主题 URL,以便我们了解上下文。
Which version of the Spine URP Shaders UPM package are you using? Could you please check whether updating the package resolves this issue (via the Unity Package Manager by selecting the package and hitting the Update
button, or by downloading the latest zip package from the download page)?
If the issue still persists when using the latest package: could you then please send us a minimal Unity project which still shows this issue? You can send it as a zip package to contact@esotericsoftware.com, briefly mentioning this forum thread URL so that we know the context.
Harald
我觉得问题可能是由 Unity 的后处理渲染引起的。如果将 Spine 放在最后进行渲染,那么角色就不会透明了。但是,这样一来,原本的其他效果也无法正常显示。
It seems that the issue might be caused by Unity's post-processing rendering. If the Spine is rendered last, it won't be transparent, but the original other effects might not display properly.
用这种方法处模糊问题,会导致角色的效果变的很差了。
Using this method to solve the blurring issue might lead to the character's effects becoming significantly worse.
Harald
我找到了解决方法,在URP的Data中,把decal关掉或者换一种渲染方式就解决了。但是具体为什么会产生这个问题我觉你们需要让技术部门查一下。如果没有解决方法,就将暂时的解决办法记录下来,以防以后有跟我一样的人产生疑惑。
I found a solution by going to the URP's Data and either turning off the decal or switching to a different rendering method. However, I think you should have your technical department investigate why this issue occurred in the first place. If there's no permanent solution, at least document the temporary fix, so others who encounter the same problem won't be left puzzled.
非常感谢您分享您的发现! 我们在这里开了一张新的问题票:
EsotericSoftware/spine-runtimes2283
旁注:您可以保持启用“Decal”,并在“Decal”设置中将“Technique”更改为“Screenspace”(该问题仅出现在“Automatic”或“DBuffer”上)。
感谢举报!
Thanks very much for sharing your findings! We have opened a new issue ticket here:
EsotericSoftware/spine-runtimes2283
A side note: you could keep Decal
enabled and at the Decal
settings change Technique
to Screenspace
(the problem only occurs with Automatic
or DBuffer
).
Thanks for reporting!
我们刚刚发布了针对 DoF 问题的错误修复,现在 URP 着色器正在相应地写入 DepthNormals 缓冲区。 新的 4.1 和 4.2-beta Spine URP Shaders UPM 软件包可照常在此处下载:
https://esotericsoftware.com/spine-unity-download
如果这也解决了您的问题,请告诉我们。 再次感谢您的举报!
We have just released a bugfix for the DoF issue, now the URP shaders are writing to the DepthNormals buffer accordingly. New 4.1 and 4.2-beta Spine URP Shaders UPM packages are available for download here as usual:
https://esotericsoftware.com/spine-unity-download
Please let us know if this resolves the issue on your end as well. Thanks again for reporting!
很高兴有帮助,感谢您回复我们!
Glad it helped, thanks for getting back to us!