Hilmi I think this is related to normals.
No, SkeletonLit
uses a fixed normal in the shader which is independent of the vertex data.
We could just reproduce the issue you are seeing:
The problem turns out to be due to the vertex-lit nature of the SkeletonLit
shader, combined with a very large attachment image, being lit by a spot- or point light in your scene.
So to fix the issue, either of the following needs to be changed:
- a) Lighting,
- b) The used shader (a pixel-lit shader, like
Spine/Sprite/Pixel Lit
or any of the URP shaders if you are willing to switch the render pipeline) or
- c) The attachment geometry (adding more vertices, turning the RegionAttachment into a MeshAttachment).