

𧩠Problem Summary (in English):
Issue:
Iβm experiencing unexpected white/gray seams or "halo" edges between image parts in my Spine character after importing into Unity (URP project).
These seams are especially visible around semi-transparent areas like lips or overlapping parts.
However, this issue does not exist in my previous Unity project using exactly the same exported Spine assets (.skel / .atlas / .png). So Iβm confident the export settings and the assets themselves are correct.
β
What I have already checked and confirmed:
β
Using URP project
β
Using latest spine-unity 4.2 from official GitHub UPM URL
β
Installed both:
"com.esotericsoftware.spine.spine-csharp"
"com.esotericsoftware.spine.spine-unity"
"com.esotericsoftware.spine.urp-shaders"
β
Shader in use is Spine/URP/Skeleton PMA Multiply
β
Color space set to Gamma
β
Straight Alpha Texture is set to false
β
Texture import settings match previous working project:
sRGB: β
On
Alpha is Transparency: β Off
Texture Type: Default
β
Unity version is the same as previous project
β
No warnings or material setup issues visible in SkeletonData component
β
Other assets in the project display normally; issue only appears on Spine character
β What I tried (but didn't fix it):
β Re-exporting Spine JSON with "Premultiplied Alpha" unchecked
β Switching Shader to Skeleton PMA Additive, Straight, Screen, etc.
β Switching Color Space between Linear and Gamma
β Manually toggling βStraight Alpha Textureβ flag in material
β Replacing .skel, .atlas, .png with known-good copies
β Following tutorials and fixes from YouTube (especially about shader or material mismatch) β didnβt help
β Completely deleting and re-installing spine-unity via GitHub UPM
π‘ Hypothesis:
Since the exact same asset works correctly in the previous project, I suspect the cause lies in:
Either a subtle difference in URP shader setup or post-processing,
Or a Unity texture import pipeline difference triggered by the current project setup,
Or perhaps an invisible project setting difference I overlooked.
π What I Need Help With:
Is there any known reason why PMA textures would show edge artifacts in URP despite correct setup?
Are there extra shader settings / customizations I may need to carry over from previous project?
Can you confirm if URP + PMA Multiply Shader still needs manual tweaks in certain Unity versions?
Let me know if youβd like me to attach comparison screenshots or Unity package files β I can provide both the working project and broken one.
Thank you so much in advance π