brogan I had to drag the texture into the defuse property, but that was it really.
When switching from Universal Render Pipeline/Spine/Skeleton Lit
to Universal Render Pipeline/Spine/Sprite
you should not need to re-assign any texture at the Albedo
property, since this is the _MainTex
property which is named the same at all shaders.
Anyway, glad to hear that you've figured it out and that the problem can no longer be replicated.
brogan Edit: I also had to check Fixed Normals as it had a strange tint to the material otherwise.
If you don't provide the normals by generating them in the Advanced - Generate Normals
setting in the SkeletonAnimation
component, you need to enable fixed normals at the Universal Render Pipeline/Spine/Sprite
shader, otherwise they will be uninitialized (random).
The Universal Render Pipeline/Spine/Skeleton Lit
shader on the other hand always assumes a fixed normal facing in object-local negative Z direction, as it does not support normal maps (and assumes no normal attributes provided at the vertex data).