We're creating a 2.5D game in Unity 2022.3.23f1 URP and replacing all our old Unity based sprite characters with Spine generated models. For the most part, this has worked wonderfully, and we've been able to figure out how to get the models to sit properly in the scene depth and interact with the 3D lighting using the Spine-Lit shader.
The issue we're encountering now is that it is not interacting well with the toon outline shader that we're using as a fullscreen effect in a Render Feature. Essentially the shader uses a Sobel technique to detect screen depth and normals and then draws an outline where there are significant changes. It does this by looking at the URP Sample Buffer and Scene Depth in the shader and comparing nearby values.
What I'm finding now is that unless I put the spine material into the Transparent Render Queue, the Render Feature outlines from objects behind the model draw on top of the character texture. For our previous sprite based characters we were using the AlphaTest render queue, and this worked great, and in all other ways, the Spine characters work the best there too, but this rendering issue is a definite no-go.
Does anyone have any experience with this, or at least understand what's going on? I'm very new to working with Spine models, and I've tried just about everything I can think of.