![]() Here is the default definition for blending that: playcanvas/engine/blob/master/src/graphics/program-lib/chunks/ag #ifdef MAPFLOATĭAlpha *= texture2D(texture_opacityMap, $UV).$CH Var spineMaterial = spineData._meshInstances.material Ī way to add masking would be to insert a custom uniform for your masking texture and override the default opacity Playcanvas shader chunk. To grab a reference from your code to the Spine material you can do so like this: // should not be used in initialize time, but later, since the Spine runtime seems to be initializing last You will need to override the default material the Spine library puts in place, which uses the opacity channel to mask the transparent areas of the 2D graphic.
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