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  • How to smoothly transition addtive transparency ?

I want to achieve a gradual transparency change for lights in Spine based on the game's duration. I only found the "Light Affects Additive" option, but it's too binary—either on or off. I would like to make it transition smoothly over time according to the game's progress. How can I achieve this? I want to adjust it based on the game's duration, so using animation doesn't seem to be the right solution.

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To achieve a smooth transition of additive transparency in Spine, you can use Unity's capabilities to interpolate values over time. Since the "Light Affects Additive" option is binary, you can manually adjust the transparency by interpolating the color values of the light over time. You can write a script in Unity that gradually changes the alpha value of the light's color based on the game's duration. Here's a basic example of how you might implement this:

using UnityEngine;

public class LightTransparencyController : MonoBehaviour {
    public Color startColor;
    public Color endColor;
    public float duration;
    private float currentTime;

    void Update() {
        currentTime += Time.deltaTime;
        float percent = Mathf.Min(currentTime / duration, 1);
        Color currentColor = Color.Lerp(startColor, endColor, percent);
        // Apply currentColor to your light or material
    }
}

This script interpolates between startColor and endColor over the specified duration. You can adjust the startColor and endColor to control the transparency levels. Apply the currentColor to your light or material to achieve the desired effect.

I am using a single material for both the car and the lights. How can I achieve a smooth transition for "Light Affects Additive" separately?

    626441769 I am using a single material for both the car and the lights. How can I achieve a smooth transition for "Light Affects Additive" separately?

    Unfortunately I don't quite understand the question.
    When the "Light Affects Additive" parameter is enabled, surrounding lights are lighting up additive attachments. So you can place and modify lights where you want additive attachments to be lighter. There is no need to modify material parameters independently.

    4 meses depois

    I have implemented this function through this method, but I think it's a bit brute-force. I would like to ask if this is feasible? Or are there other ways to achieve this?My goal is to control the transparency change of the additive image through Unity, instead of using the Spine keyframes.

    @626441769 Why don't you set skeleton alpha instead (or slot alpha if you just need to fade-out individual parts)?

    skeletonAnimation.Skeleton.SetColor(new Color(1, 1, 1, fadeoutAlpha));

    Note that there is also an example scene Spine Examples/Other Examples/RenderTexture FadeOut Transparency which shows how you can fade out normally or fade out the combined skeleton, which avoids the x-ray-like effect of semi-transparent attachments overlapping each other.