Harald wrote
That's why I mention this everywhere, but perhaps we should have created a video about it π. Admittedly, I did not change the example scene scripts, I could add comments there as well.
Ahh there it is. But I think for non-coders like myself.. this would be hard to understand. At least until I've banged my head on the wall long enough. :grinteeth:
Note: Parameter names used at a MaterialPropertyBlock, such as _FillColor or _FillPhase, have to match the name of the respective shader variable. This will differ from the names displayed in the Inspector, such as Fill Color and Fill Phase. To view the shader parameter names, you can open the .shader file (via the Material's gear icon menu, select Edit Shader) and have a look at the top-most secion called Properties { .. }. There you will find a listing of all names, starting with an _ character in Spine shaders.
Yea I go there often, quite useful! Answered many questions I had before π
I guess another question that pops up is ... Why use custom material overrides when material property blocks are much better on performance? :think: I was using overrides to have one version of the shader with Overlay enabled and another version without. Would property blocks be a better alternative to control the Overlay bool's enable\disable?