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@@ -198,6 +198,7 @@
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* `Outline rendering functionality for all shaders.` Every shader now provides an additional set of `Outline` parameters to enable custom outline rendering. When outline rendering is enabled via the `Material` inspector, it automatically switches the shader to the respective `Spine/Outline` shader variant. Outlines are generated by sampling neighbour pixels, so be sure to add enough transparent padding when exporting your atlas textures to fit the desired outline width. In order to enable outline rendering at a skeleton, it is recommended to first prepare an additional outline material copy and then switch the material of the target skeleton to this material. This prevents unnecessary additional runtime material copies and drawcalls. Material switching can be prepared via a [SkeletonRendererCustomMaterials](http://esotericsoftware.com/spine-unity#SkeletonRendererCustomMaterials) component and then enabled or disabled at runtime. Alternatively, you can also directly modify the `SkeletonRenderer.CustomMaterialOverride` property.
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Outline rendering is fully supported on `SkeletonGraphic` shaders as well.
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* Added `SkeletonRenderer.EditorSkipSkinSync` scripting API property to be able to set custom skins in editor scripts. Enable this property when overwriting the Skeleton's skin from an editor script. Without setting this parameter, changes will be overwritten by the next inspector update. Only affects Inspector synchronisation of skin with `initialSkinName`, not startup initialization.
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+ * All `Spine/SkeletonGraphic` shaders now provide a parameter `CanvasGroup Compatible` which can be enabled to support `CanvasGroup` alpha blending. For correct results, you should then disable `Pma Vertex Colors` in the `SkeletonGraphic` Inspector, in section `Advanced` (otherwise Slot alpha will be applied twice).
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* **Changes of default values**
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* `SkeletonMecanim`'s `Layer Mix Mode` now defaults to `MixMode.MixNext` instead of `MixMode.MixAlways`.
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