Hello! I'm trying to solve a couple of issues that I suspect might be really common and I'm not addressing them correctly. We have humanoid models, and we can mix & match clothes on them. The approach we took for the mix & match is the second one explained here: https://en.esotericsoftware.com/spine-unity-mix-and-match
i.e.: Use template attachments in Spine and generate Attachments from UnityEngine.Sprites in Unity.
Problem 1:
When we do the Runtime Repacking, all the textures that the character uses get atlased into one atlas, which is good because we want to keep draw calls as low as possible. But the issues is we need to make a shader that only affects the skin, another one that only affects the hair and so on. Our plan is to make an all-in-one shader so we keep draw calls low (making separated shaders is a no-go, because one shader for skin and another one for clothes increase draw calls dramatically because of layering), but for that we would have to dynamically generate masks depending on the final textures. Is this the correct way to go? I feel like there should be a better option?
Problem 2:
When we export from spine, all the template images get exported as well, and we don't want this, because we have things like nose options, which we have a different skin per option. This means all the noses are exported because each nose is it's own template. You can see how this is using a huge unnecessary amount of memory, because we use the noses from separated textures anyway, and we might not want them all loaded at any point in the app. Is there a way to prevent spine from exporting templates?