VOXELIUM All In 1 Sprite Shader is a great way to quickly apply great effects to sprites.
This is a great solution for working quickly and doing it beautifully.
Things that work quickly and easily are unfortunately not always efficient, flexible or robust. Unfortunately sometimes it takes a few extra steps which might be more uncomfortable to make things work well in a real world scenario. It's like driving in the middle of the road instead of on the right side - as long as there is no traffic on the opposing side it's alright and provides you with much more space.
VOXELIUM I found a solution to the problem
Very glad to hear!
VOXELIUM In comparison, using MaterialPropertyBlock is like walking around with Nokia210 when people use iPhone 15 and wear virtual glasses.
Please note that we neither designed Unity's material- nor batching system, you could request a better solution on their forums if you're unhappy with the interface.
VOXELIUM It's a shame that Spine doesn't allow a simple solution through code to work with such good tools as AllinOneShader
Please note that the spine-unity runtime needs to update materials to match the active attachments. It's common for thirdparty tools to not be compatible out of the box, like when AllinOneShader
wants to park in the same parking slot, the one who gets there first wins the race. spine-unity provides three or more ways to assign material properties, if AllinOneShader
can do only one which is not compatible, that's a bit unfortunate.
You could as well argue that it's a shame that such good tools like AllinOneShader
don't offer a simple checkbox Use MaterialPropertyBlock
to do that all for you behind the scenes, but only rigidly offers creating material instances, which leads to e.g. 10 instead of 1 draw calls when you set the same hue on 10 objects.
Nevertheless thanks for sharing your problems and insights with us, sorry that it has been frustrating for you. We will have a look whether we can provide some kind of an easy solution for less experienced programmers to check for modified materials and re-apply them automatically.