We animated a part of the character transparently in Spine, with several layers of images stacked on top of each other animating and fading in and out over time.
Instead of using URP/Spine/Skeleton, I customized the shader with Shader Graph to make it easy to add additional other effects, but I don't know how to adopt Spine's transparent animation effect in Shader Graph, is there a way to do it?
In spine
In Unity(with our shader)
Due to the direct use of Texture's Alpha in the Shader Graph to control transparency, the smoke from this little kid's tail won't be as gradually transparent as it is in the spine, so what should be the correct way to do it?
As a side note, I also tried URP/Spine/Skeleton and found that the translucency wasn't quite right either, maybe I'm missing some setting? However, our character still needs a custom shader, so this is just a test.
In Unity (use URP/Spine/Skeleton)