Hi Again @Harald
I'm glad it’s understood.
Adjusting the offset on the relevant axis and in the scene helps up to a point, but it introduces other issues—for example, the distance between the sprite and its shadow.
As for the shader, in the forward-lit pass I added an offset of -1, -1 (I don’t understand the units and can’t give more details because I did it with ChatGPT and this is all I managed to salvage).
Pass
{
Name "ForwardLit"
Tags { "LightMode"="UniversalForward" }
Blend [_SrcBlend] [_DstBlend]
Cull [_Cull]
ZWrite On // forces depth write
Offset -1, -1 // pushes towards the camera
Including these tags:
Tags
{
"RenderPipeline"="UniversalPipeline"
"Queue"="AlphaTest" // = 2450
"RenderType"="TransparentCutout"
"IgnoreProjector"="True"
"CanUseSpriteAtlas"="True"
}
And using the shader included in the URP Spine addon with this setup:
Thank you again Harald