Hi, I'm trying to use a custom material to add some extra overlaping texture onto the original spine animation, which is using URP shader graph in uinty.
But then I realize, if the animation has keyed some alpha change, there's color difference, (more like alpha) between SkeletonRendererCustomMaterials on and off. It's like the original renderer has made some white color amend, like below:
My shader graph was quite simple, it basicly just render the original texture.
what should I do next in order to achieve what I described?
Or is using custom material the right way? I wound know >_<