View SkeletonLit.shader
Shader "Spine/Skeleton Lit" { | |
Properties { | |
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1 | |
[NoScaleOffset] _MainTex ("Texture to blend", 2D) = "black" {} | |
} | |
// 2 texture stage GPUs | |
SubShader { | |
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } | |
LOD 100 |
View AtlasRegionAttacher.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 |
View CustomSkin.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 |
View MoveDrawOrderMethod.cs
/// <summary> | |
/// Moves a given slot in the drawOrder. drawOrderOffset is the number of places to move the slot in the draw order. Positive values means the slot is drawn later. | |
/// </summary> | |
public static void MoveDrawOrder (Skeleton skeleton, string slotName, int drawOrderOffset) { | |
Slot slot = skeleton.FindSlot(slotName); | |
if (slot == null) return; // Do nothing if slot is not found. | |
var drawOrder = skeleton.DrawOrder; | |
int oldIndex = drawOrder.IndexOf(slot); | |
int newIndex = oldIndex + drawOrderOffset; |
View Skeleton PMAMultiply.shader
// Spine/Skeleton PMA Multiply | |
// - single color multiply tint | |
// - unlit | |
// - Premultiplied alpha Multiply blending | |
// - No depth, no backface culling, no fog. | |
// - ShadowCaster pass | |
Shader "Spine/Skeleton PMA Multiply" { | |
Properties { | |
_Color ("Tint Color", Color) = (1,1,1,1) |
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; |
View ThreadedSkeletonDataAssetLoader.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 |
View DEBUG_AnimationStateSceneView.cs
using UnityEngine; | |
using System.Text; | |
public class DEBUG_AnimationStateSceneView : MonoBehaviour { | |
public bool follow = true; | |
} | |
#if UNITY_EDITOR | |
namespace Spine.Unity.Debugger { | |
[UnityEditor.CustomEditor(typeof(DEBUG_AnimationStateSceneView))] |
View AnimationState.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 |
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 |