Read the blog post here:
Blog: Outline shaders for spine-unity

Erika
2.5 years ago
foriero
2.5 years ago
derek99
2.5 years ago
Harald
The outline width is constant in texel size (in texture space), so if you the wing and hat parts are scaled twice as large (half the texel-density on screen), then the ouline will show the same "twice as large" scaling effect.But the thickness of outline is varied in Unity.
2.5 years ago
derek99
Thanks for reply!Harald wrote:I have created an issue ticket here to support constant outline width in screen-space:
https://github.com/EsotericSoftware/spine-runtimes/issues/1615
2.5 years ago
Arnissan
2.5 years ago
Risu_chuu
2.5 years ago
Cranktrain
I also have the same question!Arnissan wrote:Is this URP compatible?
2.5 years ago
mulot
2.5 years ago
inshong
it has issue with URP look like thisArnissan wrote:Is this URP compatible?
2.5 years ago
rxmarcus
2.5 years ago
Erika
2.5 years ago
rxmarcus
2.5 years ago
Nevitiv
2 years ago
Harald
2 years ago
BarbaraTGE
1.5 years ago
Harald
Just to be sure: Is changing theBarbaraTGE wrote:We also stumbled upon the issue that different spine characters get different outline sizes in our project and we are too far along to change the attachment images for all the characters.
Outline width
Material property per Material not an option for you?ddx/ddy
functions:ddx(uvCoords)
and ddy(uvCoords)
values (which provides how much each fragment changes in UV space) and multiplying this value with the outlineWidth
parameter. 1.5 years ago
BarbaraTGE
Not really as the differences in png size we have are too big, when we scale up the outline width as much as we would need to, we get other problems.Just to be sure: Is changing theOutline width
Material property per Material not an option for you?
1.5 years ago
Harald
1.5 years ago
beejam
1.5 years ago
Harald
1.5 years ago
EladFlaish
11 months ago
Harald
11 months ago
EladFlaish
11 months ago
Harald
That's good news in this regard, as there are more spine-unity outline shader variants available for it.EladFlaish wrote:I am using the default Unity Pipeline
Having the outline on top of your hightlighted body parts will make your life harder than it needs to be. While you could do this, you would need to use the provided outline-only shader for it (with enabled Z-Write) as shown in theEladFlaish wrote:I am looking to have only the outline showing while having the rest of the skin transperent so I can use it to make an outline only around a specific body part by laying it on top of it.
Spine Examples/Other Examples/Outline Shaders
example scene. Requiring enabled Z-Write of the outline shader however will result in a more jagged outline where overlapping parts cut the outline (harsh transition to fully transparent), due to the nature of how the z buffer works. You can see this in the Outline Shaders
example scene as well. 11 months ago