Hi Harald, hope all is going well 😃
I just updated to Unity version 2019.4.3f1 LTS, then updated the URP package to version 7.4.1, and then updated my Spine shaders to the most recent version.
I'm getting a strange occurrence when using/enabling normal maps on a Spine gameobject - it seems to be something with transparency and Z-Position. I've created an issue ticket with a repro-project: [unity] NormalMap issue with Unity 2019.4.3f1 LTS + URP 7.4.1 · #1720
If you look at the repro and move around the tree that is in front of the other tree, it'll be easy to see the issue - the transparent areas of the front tree are 'covering up' the tree that is behind it.
Things required for the issue to appear:
1) A Spine gameobject that has a NormalMap, and uses the shader: URP/2D/Spine/Sprite, and is on a specific layer, lets call it TreeLayer.
2) A Point Light 2D that has "Use Normal Map" enabled.
3) Another graphic on the same TreeLayer (can be a Spine gameobject, or even a sprite).
4) On the Spine gameobject from step #1, if the Z-Position is set to 0 everything looks fine. Set the Z-Position to a negative number, and the transparency issue occurs.
Notes:
-The Z-Position seems to be almost acting like some sort of "sorting" even though the camera is Orthographic and the project is set up for 2D/etc. The steps above show how to reproduce the issue to cause the selected Tree to "cover up" the tree behind it. If you were to set the Z-Position to a positive number, it would likewise cause the OTHER tree to "cover up" the selected tree.
-Probably irrelevant but worth mentioning - to achieve the "Transparency Sort Order x =0, y = 1, z = 0" with the 2D Renderer, a script called TransparencySortGraphicsHelper was added in the folder called URP Stuff. As recommended by someone from Unity in This Thread
-I only use normal-maps on Spine gameObjects, so it may be possible that some base functionality was changed with URP/2D-Renderer from the version that I updated from? I had updated from Unity 2019.3.7f1 and URP version 7.1.7.
-If absolutely everything is set to Z-Position = 0 then I believe everything would look fine. Could this behavior possibly be intended? (I don't think so?)
-When building the maps in our game, we like the flexibility of being able to rotate our 2D objects a bit on the X and Y planes to vary their shape a bit. That also seems to be causing the graphical glitch.