Displaying vertex normals in Spine would be pointless, as all vertex normals would be pointing straight out of the monitor in Z direction (0, 0, 1) given a left-handed coord-system. This is because all triangles in the skeleton mesh are flat 2D triangles, each being flat on the XY plane.
The skeleton components in spine-unity provide an Advanced - Add Normals
option which adds (0, 0, 1) as (object-space) normals for each vertex, if you can't modify the shader to use a fixed normal as the spine-unity shaders do. In general it's best just to use a fixed object space normal (0, 0, 1) as this avoids passing unnecessary vertex attributes around.
suanLoBeach Actually, I just need to move the vertices in the shader in an outward direction.
What do you mean by "outward direction"? Away from the center of an attachment? From the monitor's surface outward in Z direction?
In general as Misaki mentioned, the standard way to add normals to 2D skeletons for lighting is authoring normal maps. If you tell us what you have in mind, we can help.
suanLoBeach I am using the shader's vertex displacement and found that the vertex direction is not what I expected.
Please tell us what you expected via a screenshot or at least a more detailed explanation.
Is there any way to let the spine character determine the vertex direction in unity?
A vertex is a dimension-less point, there is no "vertex direction". If you mean normal direction, see above.
suanLoBeach If the development cost is too high, I might as well create a new mesh in spine to meet my needs.
Unless you tell us what you intend to do, what problem you are trying to solve, we can't answer your questions. Also see the XY problem, don't ask us how to fix your attempted solution but tell us what you are trying to achieve in general.