Problem statement
We're using a RenderTexture to render one of our Skeletons in the game we're working on, specifically so that we can apply a transparency to the skeleton without the overlapping symbol issues that setting it on the Skeleton itself would cause.
For this we use the SkeletonRenderTexture class from your Spine Examples/Scripts/Sample Components/SkeletonRenderTexture folder. In editor this works fine and the opacity is properly rendered on the quad. But on Android devices the opacity is ignored entirely.
Workaround
Changing the following line
quadMeshRenderer.material = new Material(Shader.Find("Spine/RenderQuad"));
to
quadMeshRenderer.material = new Material(Shader.Find("Sprites/Default"));
fixes the issue and the opacity is then properly rendered on Android devices.
I'm assuming this must just be a small bug with the shader being used for the Spine/RenderQuad, which isn't present in the Sprites/Default shader?
Runtime information
Unity 2021.3.20f1 using Spine v4.2.67