Open
Description
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:
- 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
- Shader Implementation
- API Exposure
- Add enableTintBlack material property
- Expose tint black intensity control parameters
- Implement runtime toggle for backward compatibility
Implementation Plan:
- Core Rendering Modifications (5 days)
- Vertex format refactoring
- Data pipeline adjustments
- Shader System Update (3 days)
- New blending algorithms
- Fallback shaders
- 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: