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I've had spine for a long time now and only recently have moved my game from Gamemaker Studio to Unity 5. I was blown away by Unity 5's PBR and new lighting systems.

I'm trying to allow spine imported characters and animations work with a normalmap and Unity 5's ambient light system but am having trouble doing it. I've tried looking at the Spine LitShader (which works great) but doesn't support normal maps or ambient light. It's also written very different from standard shading systems that use normals.

I've tried looking on the forums and all the results either didn't work properly or give me the results I need. The closest I could find to what I'd like is a small demonstration of Spine + Normals by Fenrisul

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If I could replicate similar results (either cell shaded or smooth) with ambient light that would be amazing.

I hope someone could help me workout how to get normalmaps and ambient light working in Unity 5 with spine.

You might have to wait. I'm also waiting for this to be released. It still needs some work though. From what I know, it's just a question of time.

Is this really something that is in development? I've still been trying to figure it out but am at loss. It would be great to have this feature so I can easily blend my characters into a 3d pbr lit environment..

Yea. its really in development heh (btw, I'm fenrisul)

Wow that's great to hear! Will this shader allow support of ambient light and receiving shadows as well? O.o

Receiving shadows yes, ambient will come as soon as Alic gets to it 🙂

As far as we can tell everything is still compatible with Unity 5 so its just a matter of time heh. There are a few complexities that make it not possible to merge it into the main Spine-Unity runtime at the moment, but the plan is to put a forked SkeletonRenderer up that people can import and make use of if advanced shaders are needed. Obviously said shaders are really expensive compared to the normal Skeleton shader.

I'm happy to hear this is all in the works as this was very essential for the project I was working on. If it wasn't implemented I'd either have to really find a way to write my own or find someone to help, or change a large feature of my game entirely. Thanks a lot for working on this feature! This will actually probably give me the trust to upgrade to pro.

I just wanted to throw a +1 to this feature. That, and emissive maps would be awesome too.

You can do some really impressive things in Unity these days with their PBR system. It's a shame you can't really use any of that with Spine as it is today.

I also agree, having the ability to have gloss and metallic maps for Spine would also be cool features at some point as well. Then our characters could have physical based properties.


I also had another question relying shaders for Spine, can we reflect them via reflection probes and or ssr?

I'd also like to express my anticipation for this feature. My team and I are currently working on a project that would greatly benefit from having native support for normal and emission maps. Standard Unity material is pretty good but it can behave a bit wonky with Spine.

23 ngày sau

@Mitch: Resurrecting this thread, but is there any way we could get a copy of that forked SkeletonRenderer? I'm trying to integrate the standard Unity shader with Spine, and everything works except for normal maps at this point.

Sure - I can upload just the renderer portion this weekend - no shaders though. Also it will be pre-merge of all the efficiency stuff.

Great! Hopefully I can pull the relevant portions together.

18 ngày sau

@Mitch, Sorry for coming back to an old thread but I was curious if the normalmap shader was still being worked on? I don't mind waiting a long while for it, but I wanted to know if it was still in development.

Project MageLight

yup.