The rainbow/colorful appearance you're seeing is a common issue that occurs when the Tint Black material parameter is enabled, but the corresponding setting isn't enabled on the SkeletonAnimation component itself.
To fix this issue:
- Select your GameObject with the
SkeletonAnimation (or SkeletonMecanim) component
- In the Inspector, expand the Advanced section
- Enable the Tint Black checkbox

Why this happens:
The Tint Black feature requires vertex color data to be passed from the skeleton to the shader. When you enable Tint Black on the material but not on the component, the shader expects this data but receives incorrect/uninitialized values, resulting in the rainbow effect you're seeing.
Additional notes:
- The
Tint Black feature allows you to animate dark color tints separately from light colors via Spine's tint black slots feature
- Once properly enabled, you can animate the tint black values in Spine or control them via code
- Make sure you're using the
Universal Render Pipeline/Spine/Skeleton Lit shader (which you are) as it supports Tint Black when the component setting is enabled
After enabling this setting on your SkeletonAnimation component, the rainbow effect should disappear and tint black should work as expected!