Hey there!
I've tried using your shaders, specifically for the Overlay color aspect of them! That does exactly what I needed it to.
There is a problem, though. I have multiple instances of enemy characters. They all use the same SkeletonDataAsset, the same AtlasAsset, and therefore the same Materials. Therefore when I make just one of them flash red when taking damage, it makes all enemies of that type - enemies that use the same material - flash red, too.
I thought at first that I could make instances of the materials, but then it would break the AtlasAssets, as they are ScriptableObjects. I could instantiate the AtlasAssets, too, but they break the SkeletonDataAssets, because they're ScriptableObjects, too. I mean, I tried it, but with all that going on something broke completely. And I'm not a fan of creating whole new instances of things anyway as that will take up lots of memory.
Is this something you could provide some guidance with? Although perhaps this is more an architectural issue with Spine. I know before that the tinting via the "SetColor()" method was done by modifying the vertices of the mesh (I think).
Thanks very much!