Are the shaders of the spine-runtime compatible with build in PR? Can I modify the spine shader like I modify the build in shader, or are they two independent renderers, and the effects do not affect each other? If I want the spine character to be affected by the shader effect of unity, can I only use the URP package?
Are the shaders of the spine-runtime compatible with build in PR?
In other words, can the post-processing effect of BiRP affect the spine shader?
suanLoBeach Are the shaders of the spine-runtime compatible with build in PR?
I assume that by PR you mean the built-in Render Pipeline, right?
If so, of course, all shaders that come with the spine-unity package are intended for the built-in render pipeline, not for URP. When using the URP 3D or 2D render pipeline, you need to use the separate Spine URP Shaders UPM package.
suanLoBeach If I want the spine character to be affected by the shader effect of unity, can I only use the URP package?
You need to use the suitable Spine shaders for the respective render pipeline, then post processing effects will affect it normally. Just be aware that some post processing effects (like Depth of Field
) require the objects to write to the Z Buffer (called Write to Depth
or Depth Write
), otherwise you might see incorrectly applied screen-space effects.
- 編集済み
Harald In other words, if my game uses build in RP, I will use spine-runtime, because spine-runtime also uses build in RP. If my game uses URP, I need to import the spine URP package.
suanLoBeach If my game uses URP, I need to import the spine URP package.
If you use URP, you need to import both the spine-unity runtime plus the additional optional Spine URP Shaders UPM package.