

🧩 Problem Summary (in English):
Issue:
I’m experiencing unexpected white/gray seams or "halo" edges between image parts in my Spine character after importing into Unity (URP project).
These seams are especially visible around semi-transparent areas like lips or overlapping parts.
However, this issue does not exist in my previous Unity project using exactly the same exported Spine assets (.skel / .atlas / .png). So I’m confident the export settings and the assets themselves are correct.
✅ What I have already checked and confirmed:
✅ Using URP project
✅ Using latest spine-unity 4.2 from official GitHub UPM URL
✅ Installed both:
"com.esotericsoftware.spine.spine-csharp"
"com.esotericsoftware.spine.spine-unity"
"com.esotericsoftware.spine.urp-shaders"
✅ Shader in use is Spine/URP/Skeleton PMA Multiply
✅ Color space set to Gamma
✅ Straight Alpha Texture is set to false
✅ Texture import settings match previous working project:
sRGB: ✅ On
Alpha is Transparency: ❌ Off
Texture Type: Default
✅ Unity version is the same as previous project
✅ No warnings or material setup issues visible in SkeletonData component
✅ Other assets in the project display normally; issue only appears on Spine character
❌ What I tried (but didn't fix it):
❌ Re-exporting Spine JSON with "Premultiplied Alpha" unchecked
❌ Switching Shader to Skeleton PMA Additive, Straight, Screen, etc.
❌ Switching Color Space between Linear and Gamma
❌ Manually toggling “Straight Alpha Texture” flag in material
❌ Replacing .skel, .atlas, .png with known-good copies
❌ Following tutorials and fixes from YouTube (especially about shader or material mismatch) — didn’t help
❌ Completely deleting and re-installing spine-unity via GitHub UPM
💡 Hypothesis:
Since the exact same asset works correctly in the previous project, I suspect the cause lies in:
Either a subtle difference in URP shader setup or post-processing,
Or a Unity texture import pipeline difference triggered by the current project setup,
Or perhaps an invisible project setting difference I overlooked.
🙏 What I Need Help With:
Is there any known reason why PMA textures would show edge artifacts in URP despite correct setup?
Are there extra shader settings / customizations I may need to carry over from previous project?
Can you confirm if URP + PMA Multiply Shader still needs manual tweaks in certain Unity versions?
Let me know if you’d like me to attach comparison screenshots or Unity package files — I can provide both the working project and broken one.
Thank you so much in advance 🙏