suanLoBeach sorry to foget to post my code, I add these codes into spine/skeleton shader
Thanks for the update. Reading your code and looking at the screenshot again now explains why the border looked as it is, I was wondering if you had some compression artifacts leading to the dot-pattern.
I wonder why you are using dither-style feathering though, as a standard threshold might look better with typical the image outlines, which are just a gradient alpha. The purpose of dither patterns is usually where a homogenous area needs to become transparent, there you can't solve it with a single tweaked threshold. If you know what you're doing it's fine of couse, you might have your reasons.
suanLoBeach well, I just wanna ask , Can the perfect feature be achived ? (only show the top transparent pixel)
Perfect alpha blending showing the same result as a render texture would: no, as I said above multiple times. Otherwise we would have provided it in the example scenes instead of the render texture component.
suanLoBeach I'm migranting my project to Godot, So, I'm waitting Godot4.4 runtime, i'll solve this problem in Godot again.
Good luck with the migration. Note however that the problem will not change in the slightest 🙂.