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  • [Unity] Project MageLight

My game is now counting on this feature for many success

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mine too 100%

21 jours plus tard

Can't wait for this! 😃

2 mois plus tard

This looks astonishing. I hope it's publicly releasable soon, what a lovely Christmas present that would be.

un mois plus tard

sooo is it here ?


guys ?

Not yet.
Mitch is busy. And currently, the code is neither his nor Esoteric's.

Pharan a écrit

Not yet.
Mitch is busy. And currently, the code is neither his nor Esoteric's.

What about V3?

It's being worked on.
There's currently a blocking issue. Related to optionally disabling inheritance of rotation/scale, if you're curious.
Once a solution to that is figured out (whether it's scrapping that feature—probably not— or finding the correct math for it) it shouldn't be long.

But that's not part of this topic.

It's safe to say a lot of what I was planning on releasing was riding on V3 coming soon - I was really hoping to not have to maintain 2 versions of a freshly released codebase. When V3 comes out my stuff will open like flood gates.

@Mitch can't wait , )


soo... any news

V3 is released, so I think this one will be soon?

Do we need a normal map editor or something to use it?

I think you will.

Dave a écrit

Do we need a normal map editor or something to use it?

If you use Photoshop, one normal map creator I've found rather good has been Nvidia's Normal Map Plug-in. If you use Photoshop already, it should fall neatly into your Spine workflow.

Looking forward to MageLight!

Obviously C# and Unity runtimes have to happen first, but yes coming soon 🙂

9 jours plus tard

WoW!
Amazing job, congratulations and thank you for this feature!

un mois plus tard

Any update on this? 😃

Hoping those flood gates pour out soon 😃 I can't wait to implement this.

14 jours plus tard

Can't I just use any sprite shader with spine models, or does it have to be a shader specifically for spine?

Assuming you mean a Unity shader when you say "shader":
It doesn't have to be specifically for Spine but it does need to fit a few criteria, most of which are true for most Sprite shaders but not all.

Backface Culling is preferrably off, but this can be removed as a requirement in exchange for some some performance cost.

Depth Buffer/Z-buffer writing and reading is off. This can also be removed but you'll have frequent jagged edges visible. This will also potentially make sorting more problematic as the sorting will then (1) depend on more factors than just draw order via the engine's sorting system and (2) you have to juggle Z positions so the sprites don't become coplanar (or almost-coplanar) and cause z-fighting.

Lighting is not done through the deferred lighting because it will cause the lighting pass to overlap where the sprite pieces overlap. This is true even for SpriteRenderer. But if you have depth buffer on, this can work. The side effect of jagged-edges mentioned above will likewise apply.

AND
The premultiplied alpha setting of the shader needs to match the texture. More on that here: Premultiply Alpha
For this reason, if you packed your texture and it works with the Spine/Skeleton shader, you'll often get black edges with the built-in Sprites/Default shader. You just need to make sure you export with Premultiply alpha turned off whenever you want to use Sprites/Default.

I'm not sure which of these characteristics Magelight will fit in the end but it will likely affect what kind of shaders and sorting scheme you need to use.