@shayd One more thing to mention: while Spine respects your monitor profile (color management), games built from game toolkits usually are not color-managed and don't respect that profile. So the same sRGB
image opened in Photoshop or Spine (with Color Management enabled) will look different when you build a game from e.g. Unity (same applies to viewing it in the Unity editor).
The difference will be especially grave when you have a wide-gamut monitor, where sRGB
should be mapping to only part of your monitors color gamut range. The best solution for this would still be to author your images in sRGB
color space as the common denominator and ignore incorrect display of your game-build on a wide-gamut display (it will be better on standard monitors).