Hi,
I'm using Spine with the Unity runtime and I love it!
When I use the .PNGs that Spine generates, everything works fine.
However, when I use pngquant (http://pngquant.org/) to reduce the filesize of my PNGs (I generally get a 70% image size reduction, while still having nice alpha transparency), I see strange colors where the images should be simply transparent.
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See attached image]
I use this optimization for all my other non-spine animated Sprites and it works beautifully. (Note that I load my textures via http://WWW.texture from files in StreamingAssets).
When I switch the shader of my Spine-objects over to "Sprites/Default" it looks fine: No more colors visible where the image should be transparent. (There's a small difference with how pixels with transparency are rendered, but that's not a big issue for my game.)
1.) Will I lose any functionality if I use the Sprites/Default shader instead of the Spine/Skeleton one? (I've tried it for a few Spine Skeletons and it seems to work fine).
2.) Would anyone with some shader experience be able to explain to me what's happening? Can I modify the Spine Skeleton Shader to make the transparent areas transparent like they should be even for optimized, indexed images?