Unity 2019.2 LWRP breaks sprite masks alpha
I'm using Unity 2019.2.10f1 and attempting to use the LWRP 6.9.2 with Renderer2DData to take advantage of 2D lights. However this seems to break sprite masks; it no longer respects transparent pixels/alpha when creating the mask, and tweaking the alpha cut off does nothing.
Unsure if it's related to this ticket: https://issuetracker.unity3d.com/issues/lwrp-sprite-renderer-ignores-sprite-mask-when-lightweight-render-pipeline-asset-data-is-set-to-2d-renderer-experimental
But upgrading to 2019.3 did not work, instead it showed the sprite mask highlighting the sprite's texture, instead of respecting the alpha like mentioned above. Does anyone have work arounds or a solution?
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