Now I'm stumped. Why on earth is negative z-spacing causing the correct results? Isn't positive Z moving away from the camera?
@[deleted]
Seeing each piece lit one on top of another is actually normal for Unity if you don't have depth on. We discussed it in the earlier part of this topic. The first post of the topic also demonstrates what was happening.
It doesn't look like black outlines to me. Looks more like the parts are pillow-shaded from an automatically generated normal maps.
Just a hunch
12 Mar 2016 2:54 pm
Sorry. That was my bad. Z-spacing slider values were backwards. It's supposed to be negative because attachments are added to the buffer from farthest to nearest. (Official Esoteric Lunkhead)
Got the fix here: https://github.com/EsotericSoftware/spine-runtimes/commit/5570e2b5d0413a8509a1de046b3dff4754316ed9
Just open SkeletonRendererInspector.cs and replace those values.
12 Mar 2016 2:59 pm
I also see the lines. It may be something that can be adjusted in the shader code.
But I think the surer way to do this is likely to switch to the straight alpha/Standard Alpha
instead of PreMultipliedAlpha
blend mode (and re-export your atlas from Spine with Premultiply Alpha disabled).
That won't get rid of the pillow-shading though.