- Modifié
Change a texture png outside of unity and repack it
Hello I would want my colleagues being able to copy a skeleton entity in unity,
and to change the texture of it, in order to create a different skin for a character outside of Spine,
but if they edit the png it needs changing the shader?, (because editing directly the png in image editor causes white parts appearing etc..)
What is the easiest way for this?.Thanks.
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Actually I just found out that photoshop's eraser make white parts into the atlas png appear in Unity...
As well the photoshop pencil tool does weird things too...
It's typically helpful if you share screenshots of what you mean by things like "white parts appearing".
Given that, the following are just speculation on your problem:
Your confusion might stem from a few things you don't know Photoshop does automatically and some settings when you pack that you might not have noticed.
I encourage you to give this a quick read: Premultiply Alpha
Notice the screenshots, see if the patterns look familiar.
If that's the pattern you're seeing, and you get what "PMA" means, you should also know that just the act of (re)saving a PNG in Photoshop will cause it to apply Bleed.
A solution, if that's the case, is to just:
- pack your original texture with PMA off, and
- use Unity's
Sprites/Defaultshader instead of Spine's default "Spine/Skeleton" shader.