Spine2D generated mesh run through a shader

I’m trying to apply a shader to a Spine skeleton gameObject. If you are unfamiliar with the Spine runtimes they take a series of sprites from an atlas file and generates a Mesh to be rendered by Unity(or at least afaik).

What’s the best way to run a generated Mesh like this through a shader?

I know that I can add another camera that writes to a texture which can have a shader applied to it. I just hope there is something a little better than this.

Materials use shaders to define how they render. Materials are applied to renderer components.

Make a new material that uses your shader, assign that material to your Spine gameObject’s renderer.

I forgot to add this. Assigning a different Material to the Spine objects Mesh Renderer kinda works but not how I hoped. The shader attached to that Material is used to render each individual Sprite of the skeleton.

So if I were to attach a shader to the Material that did a basic outline based on alpha of neighboring uv coordinates I would end up with outlines around each sprite, not the whole character.

It seems the Spine runtimes are doing something unique to generate a mesh. I think I’ll have to dig into there source code to try and understand how it all works …