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pharan / SampleManualUpdate.cs
Created Jan 9, 2017
A sample MonoBehaviour for Spine-Unity that holds a collection of SkeletonAnimation components and updates their animation at a certain limited rate.
View SampleManualUpdate.cs
using UnityEngine;
using System.Collections.Generic;
namespace Spine.Unity.Examples {
public class SampleManualUpdate : MonoBehaviour {
[Range(0f, 1/8f)]
[Tooltip("To specify a framerate, type 1/framerate in the inspector text box.")]
public float timeBetweenFrames = 1f/24f; //24 fps
public List<SkeletonAnimation> components;
@pharan
pharan / RuntimeAssets.cs
Last active Mar 30, 2019
Sample code for creating runtime Spine ScriptableObjects.
View RuntimeAssets.cs
using UnityEngine;
using System.Collections.Generic;
namespace Spine.Unity {
public static class RuntimeAssets {
public static AtlasAsset CreateAtlasAsset (TextAsset atlasText, Material[] materials, bool initialize) {
AtlasAsset atlasAsset = ScriptableObject.CreateInstance<AtlasAsset>();
atlasAsset.Reset();
atlasAsset.atlasFile = atlasText;
@pharan
pharan / SkeletonGraphic.cs
Last active Feb 17, 2019
SkeletonGraphic is a self-contained UnityEngine.UI.Graphic version of Spine's SkeletonAnimation component.
View SkeletonGraphic.cs
/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to use, install, execute and perform the Spine
* Runtimes Software (the "Software") and derivative works solely for personal
@pharan
pharan / Spine-Special-Skeleton-Grayscale.shader
Last active Dec 12, 2018
"Spine/Special/Skeleton Grayscale" shader
View Spine-Special-Skeleton-Grayscale.shader
// - Unlit
// - Premultiplied Alpha Blending (Optional straight alpha input)
// - Double-sided, no depth
Shader "Spine/Special/Skeleton Grayscale" {
Properties {
_GrayPhase ("Phase", Range(0, 1)) = 1
[NoScaleOffset] _MainTex ("MainTex", 2D) = "white" {}
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
@pharan
pharan / Atlas.cs
Last active Nov 9, 2018
NumberStyle-specified version of the Atlas.cs Spine atlas loader.
View Atlas.cs
/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
@pharan
pharan / Spine-SkeletonSpriteMaskable.shader
Last active Nov 7, 2018
A version of Spine/Skeleton shader that can be drawn within a Unity 2017 SpriteMask.
View Spine-SkeletonSpriteMaskable.shader
Shader "Spine/Skeleton SpriteMaskable" {
Properties {
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
_StencilRef ("Stencil Reference", Float) = 1.0
_StencilComp ("Stencil Compare", Float) = 4.0 // For float values, see https://docs.unity3d.com/Manual/SL-Stencil.html under "Comparison Function" heading
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
@pharan
pharan / SpineRootMotion.cs
Last active Oct 12, 2018
Experimental Spine.Unity.Modules.SpineRootMotion for SkeletonAnimation
View SpineRootMotion.cs
/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
@pharan
pharan / AnimationState.cs
Last active Sep 16, 2018
Mix-compatible Resetting AnimationState for Spine-C#
View AnimationState.cs
/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to use, install, execute and perform the Spine
* Runtimes Software (the "Software") and derivative works solely for personal
@pharan
pharan / BlendModeMaterialsAsset.cs
Last active Sep 16, 2018
Initial implementation of slot blend mode processing on the attachment level for Spine-Unity.
View BlendModeMaterialsAsset.cs
/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
@pharan
pharan / SpineMeshUVResizeCalculator.cs
Last active Aug 30, 2018
How to calculate how much to trim unused space on backing image for a Spine mesh, and output new UVs that map to the trimmed image.
View SpineMeshUVResizeCalculator.cs
using System;
public static class SpineMeshUVResizeCalculator {
public struct MeshUVData {
public float[] uvs;
public float imageWidth;
public float imageHeight;
public float trimLeft;
public float trimRight;
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