Thanks, I had a few more speedbumps, but was able to resolve this. When selecting a straight Unlit Transparent shader, our character had several missing parts due to our artist scaling things negatively to flip them (after a bit of searching this seems to be advertised to be in the editor, but I can't find it for the life of me).
Either way, if anyone else runs into this issue, and wants a Straight Alpha Shader, I've made what seems to be the necessary one-line edit to the Spine Skeleton shader to provide that:
Shader "Spine/Skeleton (Straight)" {
Properties {
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Fog { Mode Off }
Cull Off
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Lighting Off
Pass {
Fog { Mode Off }
ColorMaterial AmbientAndDiffuse
SetTexture [_MainTex] {
Combine texture * primary
}
}
Pass {
Name "Caster"
Tags { "LightMode"="ShadowCaster" }
Offset 1, 1
ZWrite On
ZTest LEqual
Fog { Mode Off }
Cull Off
Lighting Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed _Cutoff;
struct v2f {
V2F_SHADOW_CASTER;
float2 uv : TEXCOORD1;
};
v2f vert (appdata_base v) {
v2f o;
TRANSFER_SHADOW_CASTER(o)
o.uv = v.texcoord;
return o;
}
float4 frag (v2f i) : COLOR {
fixed4 texcol = tex2D(_MainTex, i.uv);
clip(texcol.a - _Cutoff);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Cull Off
ZWrite Off
Blend One OneMinusSrcAlpha
Lighting Off
Pass {
ColorMaterial AmbientAndDiffuse
SetTexture [_MainTex] {
Combine texture * primary DOUBLE, texture * primary
}
}
}
}