spudonkey Apologies, I have not had to package something up like that before for unity I will endevour to get the correct files to you next time.
No worries, it was not as explicitly stated in the first place and can obivoulsy be misunderstood easily.
spudonkey I thought I was on the correct issue as downloaded from the links provided on the page you linked -
spine-unity 4.2 (updated 2025-09-26, changelog) & Unity 2019.3-6000.1: spine.urp-shaders 4.2 (updated 2025-09-01).
Yes, these packages are the correct latest version. I just noticed that multiple files were imported/modified when I imported the spine-unity 2025-09-26 package. Whatever the reason for the difference, if you're using the latest version in your project, everything is fine.
We are using Unity 6.000.028f1 so I thought these were the correct versions to use?
Yes.
I see what you mean about my shader not taking on the ambient lighting. Which is confusing as it does in my project, however it does take on the direct lighting and it illustrates the difference in regards to the black linework. As you can see below linework of the Spine shader does not take on any lighting whether that be ambient or directional (see examples attached, one being strong ambient and the other strong directional.)
If your texture color is pure black, then it shouldn't take on any multiplicative light by definition. Multiplying RGB (0, 0, 0) with anything will still be (0, 0, 0). I wonder why you receive anything other than black in your other shaders?
Your albedo (previously simplified as "diffuse") texture color basically defines the material's reflectivity of light, 0 meaning not reflecting anything.
spudonkey I have also done some experimenting and if I raise my linework value I can get a similar result with using the URP Spine Lit shader so I guess I have a workaround if needs be but it is a little puzzling why it is not working how I thought it would.
The main question is why does your other shader turn black into anything but black when lit.