I'm sorry to say that multiple blend modes are not supported on SkeletonGraphic
. The problem is the single submesh limitation of Unity's CanvasRenderer
which also prevents support for multiple atlas page textures at a single SkeletonGraphic
. So even if you would write your own copy of the Spine/SkeletonGraphic
shader for different blend modes, it will not be possible to assign multiple materials at a single CanvasRenderer
.
There is an issue ticket that deals with support of blend modes at SkeletonGraphic
via a different workaround, but I fear it will take some time until we get to implement this feature:
[unity] SkeletonGraphic blend modes support · #1316
Having read your headling again, I just noticed that you might not need multiple materials at the same skeleton.
If screen blend mode is sufficient, then you can simply use this shader I quickly made for you (see attachment). You just have to create a copy of the SkeletonGraphicDefault material and assign the shader.