MachineDolll 后期涉及到制作ui动效的时候Spine是更方便的,这里会大量的使用add的混合效果,结果就是画面不是透亮的,而是雾蒙蒙的。
Later on, when working on UI animations, Spine is more convenient, and we’ll be using a lot of additive blending effects. The result, however, is that the visuals don’t look bright and transparent, but rather hazy and foggy.
It is the nature or Linear color space to make colors add up less intense / satured when blending. You could counter this approximately by:
- a) making the original attachment images to be used additively brighter,
- b) if that's not possible, duplicating attachments which add up too dark or foggy (which is a bit wasteful)
- c) use a custom shader which multiplies colors with e.g. 2.0 or a configurable material color parameter value to make them brighter and more intense. Do you have a programmer available who can take over such a task?
Unfortunately it's not possible to set Slot colors to values larger than 1.0 (like 2.0) to make things brighter than the original texture. But you can make the attachment image twice or three times as bright and then use Slot color to tweak the resulting brightness.
If you have a programmer to set up a more complex UI rendering setup:
If you only need to do UI Rendering separate from the main game, your programmers could set up a custom Camera
with a RenderTexture
to draw just your UI Spine skeletons to it, using a special shader which converts colors to Gamma space in the shader. In the RenderTexture
, the results are thus added in Gamma space. Then the RenderTexture
can be rendered to the scene with another special shader, which converts the colors from Gamma space to Linear space, rendering the gamma-blended texture to the scene. Then at least for any blending between parts of the RenderTexture, things will be added in Gamma space, even though the final blending to the scene will blend in Linear color space again.
The easiest solution will likely be to adjust your input attachment images and make them brighter and more saturated, until you like the look you get.