Harald sorry to foget to post my code, I add these codes into spine/skeleton shader

// code start
Shader "Spine/Skeleton_custom" {
Properties {
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[NoScaleOffset] MainTex ("Main Texture", 2D) = "black" {}
[Toggle(STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
_AlphaClip ("Alpha Clip Threshold", Range(0.001,0.1)) = 0.01 // Alpha clipping threshold
_AlphaFeathering ("Alpha Feathering", Range(0.001,0.05)) = 0.01 // Controls the feathering range
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector][MaterialToggle(_OUTLINE_FILL_INSIDE)]_Fill("Fill", Float) = 0
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Fog { Mode Off }
Cull Off
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
// Pass 1: Only writes depth, doesn't render color, but uses feathering effect
Pass {
Name "DepthOnly"
ZWrite On
ColorMask 0
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "CGIncludes/Spine-Common.cginc"
sampler2D _MainTex;
float _AlphaClip;
float _AlphaFeathering;
struct VertexInput {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 vertexColor : COLOR;
};
VertexOutput vert (VertexInput v) {
VertexOutput o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.vertexColor = PMAGammaToTargetSpace(v.vertexColor);
return o;
}
float4 frag (VertexOutput i) : SV_Target {
float4 texColor = tex2D(_MainTex, i.uv);
#if defined(_STRAIGHT_ALPHA_INPUT)
texColor.rgb *= texColor.a;
#endif
// Calculate final alpha
float finalAlpha = texColor.a * i.vertexColor.a;
// Use smooth transition instead of hard clipping
float lowerBound = _AlphaClip - _AlphaFeathering;
float upperBound = _AlphaClip + _AlphaFeathering;
// If alpha is less than lower bound, discard pixel completely
if (finalAlpha < lowerBound)
discard;
// Use smooth transition in boundary area
if (finalAlpha < upperBound) {
// Calculate attenuation factor - smooth transition in boundary area
float t = (finalAlpha - lowerBound) / (2.0 * _AlphaFeathering);
float alphaFactor = smoothstep(0.0, 1.0, t);
// Randomly discard some pixels to create feathering effect
if (alphaFactor < frac(sin(dot(i.uv, float2(12.9898, 78.233))) * 43758.5453))
discard;
}
return float4(0, 0, 0, 0); // Do not output color
}
ENDCG
}
// Pass 2: Renders color, but doesn't write to depth
Pass {
Name "Normal"
ZWrite Off
Blend One OneMinusSrcAlpha
CGPROGRAM
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "CGIncludes/Spine-Common.cginc"
sampler2D _MainTex;
float _AlphaClip;
struct VertexInput {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 vertexColor : COLOR;
};
VertexOutput vert (VertexInput v) {
VertexOutput o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.vertexColor = PMAGammaToTargetSpace(v.vertexColor);
return o;
}
float4 frag (VertexOutput i) : SV_Target {
float4 texColor = tex2D(_MainTex, i.uv);
#if defined(_STRAIGHT_ALPHA_INPUT)
texColor.rgb *= texColor.a;
#endif
// Keep alpha test consistent
float finalAlpha = texColor.a * i.vertexColor.a;
clip(finalAlpha - _AlphaClip);
return (texColor * i.vertexColor);
}
ENDCG
}
// Caster Pass (unchanged)
Pass {
Name "Caster"
Tags { "LightMode"="ShadowCaster" }
Offset 1, 1
ZWrite On
ZTest LEqual
Fog { Mode Off }
Cull Off
Lighting Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed _Cutoff;
struct VertexOutput {
V2F_SHADOW_CASTER;
float4 uvAndAlpha : TEXCOORD1;
};
VertexOutput vert (appdata_base v, float4 vertexColor : COLOR) {
VertexOutput o;
o.uvAndAlpha = v.texcoord;
o.uvAndAlpha.a = vertexColor.a;
TRANSFER_SHADOW_CASTER(o)
return o;
}
float4 frag (VertexOutput i) : SV_Target {
fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
CustomEditor "SpineShaderWithOutlineGUI"
}