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Invert Generated SpriteMesh? (Or intact RGB from Alpha overlay?)

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So the edges that the sprite mesh generates, based on the alpha channel values I assume, can I invert that process? So it shapes itself to clip out the opaque instead? I could theoretically invert the alpha channel on my PNG before exporting instead, but I can't think of how to do that without loosing the information on the RGB channels, where the alpha channel overlaps them? I can make a manual Outline, but it's a **lot** of labour for each PNG and I'm looking for ways to automate the process as much as possible. The end goal is to have a PNG with four intact greyscale channels to use in a shader.

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