Can the Spine 2D animation software automatically split assets into opaque and semi-transparent pixel regions when exporting? For example, if I have an asset like animal fur where the inner/core area is fully opaque, and the outer edges have a semi-transparent alpha gradient, can Spine separate these regions so that the opaque part uses a standard shader (e.g., for solid rendering) and the semi-transparent part uses a transparent shader (e.g., for blending) when imported into Unity?
Key Clarifications:
Example Scenario:
Animal fur with a solid opaque core (no alpha) and outer edges fading to transparency (alpha gradient).
Goal:
Opaque regions → Standard shader (e.g., Spine/Sprite/StraightAlpha with no blending).
Semi-transparent regions → Transparent shader (e.g., Unlit/Transparent with alpha blending).
This phrasing emphasizes the automatic separation of alpha regions and the shader-specific rendering requirements for performance and visual fidelity.