You can see the most important points listed here on the spine-unity page, especially the subsection Caveats when using non-Spine shaders or visual shader editors
:
spine-unity Runtime Documentation: Shader Graph
The most important decision will be to either exporting your atlas textures using Straight alpha
workflow, unless you use additive blending at Slots frequently, in which case your HDRP (or shadergraph) should be configured to use additive blending and perform the PMA vertex color alpha multiplication there (that's described in the spine-unity documentation page).
In general any non-Spine shaders work with Spine skeleton components out of the box when using straight alpha export. You will just need to add some code in those shaders if you want to utilize special features such as single-pass additive blending (via PMA Vertex Colors
, which need to be processed in the shader) and special Spine features such as the tint-black feature (which also works by passing additional data per vertex, which needs to be processed in your shader).
If you need further help down the line, feel free to post your questions here on the forum, as it will be difficult to foresee all potential scenarios at the beginning. π