SoulKarl Older threads tackling this in the built in pipeline recommend Spine/Sprite/Pixel_Lit, which works with the major caveat that there is horrible aliasing on the edge of EVERY piece of the model (which is annoying on the exterior edge, and fully unworkable on any interior shapes like mouths and eyes).
While enabled ZWrite yields your described jagged outline artifacts at the exterior edge, you should not receive any inside the same skeleton where e.g. an eye attachment is overlaid over a face attachment of the same skeleton. Do you have any special setup at your skeleton, such as a
SkeletonRenderSeparator component to split the skeleton or similar? If not, could you please send us a minimal Unity project that shows this issue, you can send it as a zip package to email@example.com, briefly mentioning this forum thread URL so that we know the context.
So my question is if there is any current shader I could be using instead in the built-in pipeline to achieve this effect, and if not could I possibly request something like that be made in future updates?
We could provide a simple pixel-lit shader which does not write to the Z-buffer.
Also, is there any prebuilt billboard shader for spine or is that something else I could also potentially request?
The problem with supplying billboard shaders is that there are many ways to orient billboards (keep Y upwards, or rotate it parallel to the screen), while at the same time it can be done with a normal script which rotates the GameObject's Transform. As an addition, since it's only vertex deformation, it may need to be combined with every existing shader as well, to cover the same lighting and coloration features. What are your requirements that can't be met with a simple billboard script component?