8000 Implement Tint Black Color Blending Support in Rendering System · Issue #132 · galacean/engine-spine · GitHub
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Implement Tint Black Color Blending Support in Rendering System #132
@johanzhu

Description

@johanzhu

Description:
Add native support for Spine's Tint Black feature in the rendering pipeline to enable two-color tint blending capabilities for advanced character shading effects.

Current Limitation:
Our current implementation:

  • Not supports Tint Color
  • Lacks shader support for tint color blending
  • Prevents artists from using Tint Black workflows in Spine animations

Technical Requirements:

  1. Vertex Data Processing
  • Update vertex buffer layout to include both tint colors
  • Add parsing for tintBlack slot color data
  • Modify mesh batcher to handle dual color attributes
  1. Shader Implementation
  2. API Exposure
  • Add enableTintBlack material property
  • Expose tint black intensity control parameters
  • Implement runtime toggle for backward compatibility

Implementation Plan:

  1. Core Rendering Modifications (5 days)
  • Vertex format refactoring
  • Data pipeline adjustments
  1. Shader System Update (3 days)
  • New blending algorithms
  • Fallback shaders
  1. Validation & Optimization (2 days)
  • Visual regression tests
  • Performance profiling

Expected Outcomes:

  • Support for Spine's dual color tint blending
  • Proper interpretation of .json and .skel tint black data
  • Ability to create effects like:
    • Character shadow depth simulation
    • Material wear-and-tear effects
    • Complex color transition animations
    • Layer-based color mixing

Compatibility Considerations:

  • Add feature toggle in renderer configuration
  • Version-aware asset processing

Documentation:

  • Update material system docs with tint black usage
  • Shader customization guide for advanced blending
  • Example scene demonstrating:

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