pvalium I've search and I'ff found some shaders that makes texture always face to camera, but I I haven't been able to get them to work with spine objects.
What problem did these shaders cause when used with Spine skeletons? Perhaps you just need to switch from
Straight alpha atlas export, if the main problem is having dark outlines around attachments.
pvalium Is there any shader or feature in runtimes that prevents this?
Unfortunately there is no official Spine shader available which would provide such functionality.
The question is what would you like the result to be? Should the result look the same as the tilted skeleton, but the depth should be written as if it were upright instead of tilted (based on the skeleton mesh origin)?
If so, are you sure your billboard shaders are not only rotating the object to face the camera, but actually modify depth and "distort" the original depth of the vertices?
In any way, you would normally need to copy an existing shader and modify the vertex shader part so that the vertices are modified accordingly to move them closer to the camera the higher the Y position is. If you have a working billboard shader, you could just copy the vertex shader code over to your new shader and use this vertex shader function as vertex shader.
Another rather simple solution would be to not tilt the skeleton. Instead, you could scale it in Y direction. When not using orthographic projection (and your screenshot looks like it's using perspective projection), this will be incorrect however.