π Issue Summary: Spine SkeletonGraphic in Unity URP Linear Space UI does not respect Additive Blend Mode
π§ Environment
Unity Version: [μ: 2022.3.14f1 LTS]
Spine Unity Runtime: spine-unity 4.1 (latest as of Aug 2025)
Render Pipeline: URP
Color Space: Linear
Usage Context: SkeletonGraphic used in UI Canvas (Screen Space)
Export Settings:
Exported with Straight Alpha
Blend Mode: Additive used on specific slots
Used SkeletonGraphicDefault-Straight material
π Problem
When using SkeletonGraphic (UI) in Unity URP Linear color space, slots with Additive blend mode from Spine do not render as intended.
All slots (normal + additive) are rendered using a single material, so additive blending does not appear correctly.
In contrast, SkeletonRenderer (for world space) automatically detects blend modes and separates materials accordingly. It renders correctly.
The same Spine asset shows visibly brighter/more intense alpha when using SkeletonGraphic, particularly with additive slots.
This makes additive effects like glows appear incorrect or overly dark in UI context.
π― Expected Behavior
When using SkeletonGraphic, each slotβs blend mode (Normal, Additive, Multiply, etc.) should be respected, just like in SkeletonRenderer.
Additive slots should render with correct alpha blending in linear color space using URP.
π Attempts Made to Resolve
Verified export alpha mode (Straight Alpha + premultiplied also tested)
Verified Unity texture import settings (sRGB, Alpha Is Transparency, etc.)
Applied both SkeletonGraphicDefault-Straight and -PMATexture materials
Enabled Multiple Canvas Renderers, tested with separator slots
Tried custom SkeletonGraphic.CustomSlotMaterials with additive shaders
Additive slots still do not render correctly β they appear normal or have incorrect intensity.
β Root Cause (Suspected)
SkeletonGraphic uses only one material at runtime, so multiple blend modes cannot be expressed simultaneously.
Additive blending needs a dedicated material or render pass, which SkeletonRenderer provides, but SkeletonGraphic does not.
π‘ Suggested Feature
Provide a mechanism for SkeletonGraphic to:
Automatically split slots based on blend mode (like SkeletonRenderer)
OR allow assigning multiple materials (per blend mode) to SkeletonGraphic, either via slot detection or material override.
π· Screenshots & Files
[Attached texture import settings, shader settings, and visual comparison between SkeletonRenderer vs SkeletonGraphic]
[Optional: Unity scene files or GIFs showing difference in additive blending]


