Harald wroteHello!
Yes, this is definitely possible, you can define the atlas an image goes to by putting them into subfolders. Then each subfolder can be packed to an atlas by selecting Spine
-> Texture Packer
, then selecting your input and output directories and hit Pack
. You can repeat this for every atlas-directory (or automate it via the Spine command line interface).
When imported in Unity, at each created material of an atlas file you can then assign your desired shader.
Nice! I'll give it a try, I hope I don't miss any images or get lost when linking all the new atlases 😃
So, I wanted to know this because at this moment I'm using Skeleton.SetColor to tint some characters (fake illumination), but I wanted to leave some parts of them untinted. I thought about doing this by assigning different materials to different atlasses and change the shader colors instead of tinting the skeleton.
Is there any easier way to do that without dealing with shaders and sticking to Skeleton.SetColor but painting only certain parts?
Thanks!