@Chill Unfortunately the Outline Shaders
example scene skeleton you showed as reference is using the Spine/Outline/OutlineOnly-ZWrite
shader, which requires two passes to mask the inner overlapping parts. Unfortunately, currently the Spine URP shaders don't support multiple passes yet.
We have this issue ticket here which deals with implementing support for multiple passes with the Spine URP Shaders. Unfortunately it will take some time until we get to this issue ticket, as we have more pressing matters to attend to at the moment.
Chill If i cannot create a full outline with the shader i might have to use a rendercamera and a rendertexture for the character, but since its costly i would like to avoid that.
This would be the recommended solution, at least until the above feature is implemented. Anyway, using screen space post-processing based outlines should result in superior quality, as you get none of the artifacts that are inherent with the Spine Outline shaders (due to its 8-neighbour-pixel-sampling nature, or the aliasing artifacts due to ZWrite/ZTest at inner regions).