• RuntimesUnity
  • Skeleton Tint and Vertex Lit shaders

Hello there!
I've got a skeleton with lots of skins and more than a half of them are just recolored versions of the same mesh. That makes my texture pack quite large so i decided to just save one version of each mesh and tint it in Spine. And to make it all visible in Unity i have to choose Skeleton Tint shaders. Does it mean that i won't be able to use all that cool light tricks as in Spine examples with stretchy man cause it works only with Vertex Lit shaders?

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@Borgiz I assume you are using the Built-In Render Pipeline, right? In general please always describe your project setup such as the spine-unity version (name of the unitypackage), render pipeline, and similar when asking on the forum.

The "Spine/Sprite/Vertex Lit" shader provides a color parameter next to the Albedo texture parameter which acts as a tint color multiplier.

There is also a Color Adjustment parameter, when enabled you can set the Overlay Color parameter immediately below it. The Overlay Color alpha value determines the blend intensity of the Overlay Color (0=no color overlay, 1=full color overlay).

If this is not what you want, please describe your problem in more detail.

    Harald thx, I think this is exactly the solution I was looking for. Sorry for my poor project setup description

    @Borgiz No problem, just mentioning to save time in the future. Glad to hear it helped! 🙂