• RuntimesUnity
  • Sensible Pipeline for Rim Texture creation?

Hi! I'm using Rim Lighting per the 'URP 2D Shaders' scene. All works fine.

However, it requires a manually-made rim light texture for the Mask section of the material. As production rolls on and more frames are added to the character, the Main Texture (as exported by Spine) is going to get packed differently, and keeping the Mask texture up to date is going to be a huge pain.

Just wondering if anyone has a sensible pipeline here, or a tool or anything to help this process? Any help much appreciated 🙂

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@danthat A more flexible workflow would be to have an identical set of secondary images (like normal-maps or rim-light-mask images) for each of your attachment images, and then pack all your texture-sets automatically at once using the Spine CLI.

Note that the image size and whitespace (transparent outer areas) in those images needs to be the same, then the texture packer will pack them exactly the same. Just beware that for normal-maps to be correct, they must not be rotated during packing, so you'll need to disable "Rotation" in the texture packer settings when using normal-maps.

The following forum threads might help:
https://us.esotericsoftware.com/forum/d/15713-multiple-map-workflow-normal-mask-emission-etc
https://it.esotericsoftware.com/forum/d/14916-normal-maps-creation/3
https://esotericsoftware.com/forum/d/13453-use-premultiplied-alpha-when-texture-packing-normal-maps/9

Regarding packing by folder structure:
https://zh.esotericsoftware.com/forum/d/16376-export-without-packing-images/2

Regarding using the Spine CLI:
https://esotericsoftware.com/forum/d/15981-spine-unity-38-to-40-upgrade-guide/6
http://en.esotericsoftware.com/spine-command-line-interface

Thanks for this! Looks like I'll be able to find something in here that'll suit. Much appreciated 🙂

  • Harald 님이 이 게시물을 좋아합니다..