• RuntimesUnity
  • Straight alpha texture in URP shader

I new using Spine. I´m creating a URP shader in Unity shader graph and I need to translate the straight alpha texture option from Spine/Skeleton shader. How can I achieve that?

Related Discussions
...

@husher Hi and welcome to Spine! 😎
You can find documentation about Spine shaders and ShaderGraph here:
https://esotericsoftware.com/spine-unity#Shader-Graph

In short:

  • For Straight alpha texture enabled, you normally don't need to do anything when using normal blend mode.
  • When disabled, it means that the texture has Premultiply Alpha already applied, which means the RGB channels have been multiplied by the A channel already. When this shall be used with normal blend mode on the output, you need to divide texture.rgb by texture.a. Also don't forget to add a texture.a == 0 check and don't divide if it's 0.

Thanks so much!