• Unity
  • URP 2D Custom shader graph

Hello!
I want to create a custom shader using Shader graph tool in Unity.
When I create a new shader graph, my sprite is looking like this (it has black olutline):

If I use Spine Skeleton Lit shader, my sprite doesn't have this outline.

How can I achieve this result (without outline) with Unity Shader Graph? Thank you!

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By default, Spine will export your atlas textures as Premultiplied alpha textures. See this section on the spine-unity pages how the two workflows differ in the export and import pipeline: spine-unity Runtime Documentation: Advanced Premultiplied vs Straight Alpha Import

Now you have multiple options:

  • A) Change the exported atlas texture format from Premultiplied alpha to Straight alpha in the atlas texture export settings.
  • B) Adapt the shader graph to Premultiplied alpha textures: either a) change the blend mode to additive blending Blend One OneMinusSrcAlpha, or b) un-premultiply the texture color after use by dividing texColor.rgb by texColor.a value.

Thank you!
Changing Premultiplied alpha to Straight alpha in the atlas texture export settings solved the problem.

Glad it helped, thanks for getting back to us.