Was your input atlas texture exported with premultiplied alpha (PMA) or straight alpha (bleed)?
Could you perhaps show the (working) Material settings that you used with the Spine/Skeleton Tint
shader?
In case you haven't already looked at it, this is the relevant original shader code:
float4 frag (VertexOutput i) : SV_Target {
float4 texColor = tex2D(_MainTex, i.uv);
return fragTintedColor(texColor, _Black.rgb, i.vertexColor, _Color.a, _Black.a);
}
float4 fragTintedColor(float4 texColor, float3 darkTintColor, float4 lightTintColorPMA, float lightColorAlpha, float darkColorAlpha) {
float a = texColor.a * lightTintColorPMA.a;
#if !defined(_STRAIGHT_ALPHA_INPUT)
float3 texDarkColor = (texColor.a - texColor.rgb);
#else
float3 texDarkColor = (1 - texColor.rgb);
#endif
float3 darkColor = texDarkColor * darkTintColor.rgb * lightColorAlpha;
float3 lightColor = texColor.rgb * lightTintColorPMA.rgb;
float4 fragColor = float4(darkColor + lightColor, a);
#if defined(_STRAIGHT_ALPHA_INPUT)
fragColor.rgb *= texColor.a;
#endif
#if defined(_DARK_COLOR_ALPHA_ADDITIVE)
fragColor.a = a * (1 - darkColorAlpha);
#endif
return fragColor;
}