Harald wroteWe just released a fix for the Sprite shader GUI changing it to an int value, you can then set it to
550to get the desired render queue3000. We have also added a preview line below showing your what the current value is set to.
Awesome, this is definitely what I was looking for. I really struggled to find information on rendering queues yesterday after looking into it for about an hour, so your help was perfectly on time!
Thanks a ton, as always, you're my hero. Hopefully this will be my last problem with my URP and Spine environment
Definitely looking forward to being less of a bother for you guys! Thanks again!
Nooo, spoke too soon. Changing the render queue offset broke my Depth of Field effect, which makes sense. I'll play around with the offset to find a threshold that allows for both this effect and lets objects be rendered as intended. In the event that this doesn't work, I may just have to give my Sprite assets a ZWrite feature or change their render queue values.
Okay, I found that adding the asset to the Background queue (setting the offset below -450), seemed to work. The asset is still able to go behind other Sprite and 3D GameObjects in the World Space and the Depth of Field effect still works without needing to be adjusted. I'm not sure how fragile this setup is, but at least it's working for the moment.
If you are curious, this is a dropbox link to a GIF that is a proof of concept of what I was trying to make: https://www.dropbox.com/s/qbvut4n0bi9vt5n/movie.gif?dl=0
...Maybe that might help put my madness into perspective? Hmm... Doubtful.


I might soon be updating the background to a new Sprite shader (or to a Spine asset) so that my background can have normals that better interact with the scene's lighting. Either way, these are my current settings.
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are there resources for where I can find how to attach Normals and Emission Maps?

