Shader "Transparent/Bumped Diffuse with Shadow" Hopefully somebody can help me further with this and we can get this functioning for all the Unity/Spine users. I tried to follow the suggestions given there but unfortunately they are not helping and some of them Nate already implemented, such as the ZSpacing variable in SkeletonComponent.cs. A tool that generates normals probably does this. If using whitespace stripping, youd need to be careful that you have exactly the same whitespace in the diffuse and normal images. I've done this tests using the Goblin example included in the Unity runtimeĪs you can see, the normal effect looks really cool when moving the light around, however, I'm having that "blending" issue with the Sprites of the character, similar to the one reported in this thread. Nate wrote:If you had your normal maps as individual files, Spine would pack them exactly as it does the images, so the two atlases textures would match. I have achieved two results that get me halfway through :/ The current committed shader for the Unity runtime does lightning decently (albeit with the limitations of vertex lit shaders), but shadow casting is still finicky (in my attempts at least) and Nate hasn't got around enabling normal maps on it.īefore getting into shadows, I've been trying to fix the normal maps issue first cause It's a feature I'm needing more urgently for my game. So I'm by no mean a shader coder, but I've been hacking around the last few days trying to get working a shader for Spine sprites in Unity that can properly use normal maps and cast shadows.
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