• RuntimesUnity
  • Tint white and black at the same time not possible?

Hi, I have a slot I'm fading out with alpha and tinting from black at the same time. This works in the editor, but not in the Unity runtime, so far as we can tell. Tint Black is enabled in the skeleton within Unity. Is this a bug, or a limitation I should work around?

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The issue you're experiencing with using both tint white and tint black simultaneously in Unity is likely due to the limitations of the shaders and the setup required for tint black. In Unity, the Tint Black feature requires specific shaders that support this functionality, such as Spine/Skeleton Tint Black. Additionally, you need to ensure that the Tint Black parameter is enabled in the Advanced section of the SkeletonAnimation component. If these conditions are met and the issue persists, it might be a limitation of the current shader setup or a bug. You may need to consider alternative approaches or check if there are updates or fixes available in the spine-unity runtime documentation.

@FCSW_Ben We are not aware of any bug in this regard. What shaders are you using? Could you share a screenshot of your material settings, and also of the SkeletonGraphic component settings with the Advanced section expanded?

Which exact version of the spine-unity runtime (name of the unitypackage, also listed in Assets/Spine/version.txt, or in the Package Manager) are you using?
Which version of the Spine Editor?

My bad. This one's on us. One of the shaders applied to our multi-atlas animations was set to Spine/Skeleton instead of Spine/Skeleton Tint Black

    Harald Yeah, thanks for the additional information!

    I had mistakenly only make a variation of Spine-Skeleton.shader for our 'rim-light' effect, rather than it and also a variation for Spine-Skeleton-TintBlack.shader, and because we're using custom shaders/materials here the "Tint Black" setting on the SkeletonAnimation component did nothing for us.

    After implementing a Spine-Skeleton-RimLight-TintBlack.shader using the Normal and Caster passes from Spine-Skeleton-TintBlack everything seems to look and work as we intended it to!

    Here's a look of the action if you're curious 😉:

    Edit: Huh, that's weird. Something went wrong with the video upload, only the last few frames are playing.

    @ExNull-Tyelor That makes sense, thanks for the writeup. You game looks really nice BTW, great composition and use of transparency there (and fun to play I guess), even if only the last frames are played back 🙂.

    You're kind, but you'd probably have a stroke if you saw the evil things we're doing with your spine animation format.

    Haha, we have some some nightmarish things! Eg, 20MB JSON with 1000 constraints and 1500 bones.

    I hope you are using the binary format for production! It's smaller and loading is faster and more efficient.