Hi all,
So I'm back to the outline task. I'm still not quite sure what is the smartest way to do this.
I think Harald mentioned an outline is basically just a duplicate of the character. (Rigs, animation are duplicated).. So I did a quick test and ran into a roadblock rather quickly.
The material of the main hero cannot be manually changed. Spine auto sets it, (which is a very good safety measure) .. but problem is I don't know how to make one main hero use the original material and the duplicate hero to use a new outline material?
I think it was Spine 3.8, that version of the Spine material allowed us to have an outline around the original material. I think it was just coloring in the transparent mesh areas? But I guess for URP it's not possible now.
I made a quick screenshot to show what I mean. The Spineboy in the back should ideally be the outline material, and the Spineboy in front would use the original material.
Do you guys have any suggestions to get me started? (o゜▽゜)o☆
Should I just be re-exporting a completely different Spineboy? And then copy paste the animator controller into there? Along with all the animation scripts, rigidbody, etc? (。・∀・)ノ
Eagerly waiting for some news on this one.
EsotericSoftware/spine-runtimes1824
**UPDATE
I'm reading this now and checking out the example scene.
http://en.esotericsoftware.com/blog/Outline-shaders-for-spine-unity#Mesh-attachments
This is the perfect result. But I think it's only for Unity's SRP, right? Not for URP.
I thought I could be clever and add an extra material array, but no luck. Spine reverts back to 1 material array when I mouse over the Raptor
Is this the best solution?
~> x2 game objects, x2 rigs, x2 sets of rigidbody, x2 player scripts etc
~> Front Spineboy gameobject uses the URP shader.
~> Back Spineboy gameobject uses the SRP outline shader.
Thanks for the help!