于是我开启了Multiple CanvasRenderers选项,但是显示更加异常,此时我发现是因为开启这个开关后,对应的材质球关联到了runtime中的skeletonGraphicScreen等默认材质球中,而默认材质球没有勾选对应的straight alpha texture所以无法正确显示效果
So I enabled the Multiple CanvasRenderers option, but the display became even more problematic. I discovered that after enabling this option, the corresponding material became linked to default runtime materials like skeletonGraphicScreen, and those default materials didn’t have Straight Alpha Texture enabled, causing the visual issues.
SkeletonGraphic materials are what needs to be assigned, please don't change it to normal Built-In or URP shader materials for SkeletonGraphic, or you might run into display issues on some devices while looking correct on others / the editor.
Later runtimes like version 4.2 provide all SkeletonGraphic blend mode material asset variants (straight alpha / PMA, CanvasGroup compatible or not) for you out of the box (see here), so that you don't have to copy the original SkeletonGraphic. With 4.1 these materials were not yet included. So please either copy the provided SkeletonGraphic materials yourself and adjust the properties accordingly, or modify the default materials if you always require the same settings. You could also import only the respective materials from the 4.2 unitypackage, or copy them from the 4.2 branch of the git repository here. Once you have the properly set up SkeletonGraphic materials, you can assign them at the SkeletonGraphic component for each blend mode.