We read every piece of feedback, and take your input very seriously.
To see all available qualifiers, see our documentation.
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
As reported by a user in this forum thread, the custom shader we use to render our meshes does not take into consideration lights and shadows.
It seems that using the onBeforeCompile callback is possible to modify the threejs base shader rather than replacing it.
onBeforeCompile
See this official example (code here).
The text was updated successfully, but these errors were encountered:
Is this shadow related? I couldn't get this to work in Pixi Version 8 + this Spine version Old working example custom Spine implementation + Pixi version 7: https://pixijs.io/examples-v5/#/filters-advanced/pixie-shadow-filter.js
Is somebody able to get this shadow to work on the latest version of Spine?
Sorry, something went wrong.
Is this shadow related? I couldn't get this to work in Pixi Version 8 + this Spine version Old working example custom Spine implementation + Pixi version 7: https://pixijs.io/examples-v5/#/filters-advanced/pixie-shadow-filter.js Is somebody able to get this shadow to work on the latest version of Spine?
That's not related at all. It's definitely better to open a new issue about that.
davidetan
No branches or pull requests
As reported by a user in this forum thread, the custom shader we use to render our meshes does not take into consideration lights and shadows.
It seems that using the
onBeforeCompile
callback is possible to modify the threejs base shader rather than replacing it.See this official example (code here).
The text was updated successfully, but these errors were encountered: