@sayi Spinebot is basically correct.
Since you mentioned dissolve
: note that unless you intend to do a binary dither dissolve, you will run into issues with overlapping semi-transparent attachments as explained here:
https://esotericsoftware.com/spine-unity#Fading-a-Skeleton-In-or-Out
Also check out the Spine Examples/Other Examples/RenderTexture FadeOut Transparency
example scene.
sayi Do Skeleton PMA Screen and Skeleton PMA Multiply also need to be switched to custom materials? How would this be done?
If you really want to switch these shaders to Shader Graph, the output blend mode needs to be adjusted accordingly at the output of your generic shader graph. For:
Skeleton PMA Screen
it's Blend One OneMinusSrcColor
Skeleton PMA Multiply
it's Blend DstColor OneMinusSrcAlpha
Admittedly I don't recall whether these output blend modes can be configured freely with Shader Graph, you would need to check that out.
Do Skeleton PMA Screen and Skeleton PMA Multiply also need to be switched to custom materials?
No, I see no reason why you would want to also include blend mode shaders into a single Shader Graph, which does not really gain you anything. You need to answer the question yourself however why you are switching to Shader Graph in the first place, what benefits you are expecting from that.
Shader Graph basically just generates loads of shader variants anyway depending on all parameter options that you provide. In the end, there is not much of a difference between a normal shader with a given parameter option set and a Shader Graph shader with a similar parameter option set.
Whether you're using 3 separate shaders or 3 shader variants of a single generic shader (with different parameter options enabled) makes no real difference.