In general it is recommended to use the URP Spine shaders when using a 3D URP Forward Renderer as well, not only for 2D Renderers. Nevertheless, do not use URP shaders on SkeletonGraphic
, as they still need to use the Spine/SkeletonGraphic
shaders, otherwise it will display incorrectly on some devices.
Reasons for using the URP Spine shaders instead of the normal ones are as follows:
-
Some normal Spine
shaders (especially those using multiple passes) will not work (properly) with URP, so we had to create 3D and 2D URP versions of them.
The URP RenderPipelineAsset provides settings for lighting (e.g. Main Light
Per Pixel
vs. Per Vertex
) which will be respected by the URP Spine shaders. Many of these settings will be ignored by the non-URP Spine shaders.
URP shaders might yield better performance as it allows batching via the URP batcher (which requires different grouping of shader parameters). Nevertheless you would need to test this on your target device, if it really yields improved performance.