1) I've just tested, and the pivot is always preserved for me. I couldn't find a way to make SpriteSharp lose the pivot point information. Are you doing something specific? 2) It might be possible, but I don't plan to do that. Most importantly, because it would almost never make sense to convert each and every sprite to alpha separated. That option should really be used carefully, on a per-sprite basis, since there is no good way to know how exactly those sprites will be used in the game. Sprite mesh editor sounds like a nice idea, but in reality that isn't worth the time for most sprites. Making the mesh editor would take a lot of my time, and I really can't justify doing that for 1% of sprites that might actually benefit from manually edited meshes. I am not planning to implement that in observable future. Sprites/Opaque-Diffuse shader is easy. Will do! It would definitely be a lot of nicer to have a single GameObject instead of two. Unfortunately, Unity only allows a single SpriteRenderer to be attached to a GameObject, and there's no easy way to get around that. It can be hacked around, but with the cost of a special custom component attached to a GameObject, that will have to run for each frame and synchronize all the stuff. But that would be quite really bad for performance, and let me remind you that the whole idea is to increase the performance, so... Really, that would make things even worse. I guess you'll have to bear with 2 GameObjects for Alpha Separated sprites. Sprite-Opaque supports Sorting Layer/ Order In Layer just fine, thing is - as you've already noticed - that opaque stuff in rendered in a different Render Queue. Basically, this means that all opaque objects will be rendered before all transparent objects, and Sorting Layer/ Order In Layer would only work between those opaque objects. Setting the Render Queue to Transparent will result in overdraw again, since objects will be drawn back-to-front, so don't do that Oh, and nice catch regarding c.rgb *= c.a;, I'll remove that for next SpriteSharp release as well. Well, as far as I understand, Unity just sees no problem at all in the current sprite mesh generation, so why would they do that?