@seraphki Thanks for sending the additional info via email, that helped a lot with understanding your problem.
I'm afraid if you need more than a single rectangle as raycast-interaction shape / click shape, there is no straightforward solution when using SkeletonGraphic or Canvas UI elements in general. Canvas GraphicRaycaster is not really intended for mesh shapes, it's designed for simpler rectangular UI elements. You could create multiple UI elements however, and let each one receive a click or hover action in the normal way, and then handle the interaction accordingly at a common script. You could use a BoneFollowerGraphic component to let a UI click-shape element follow a certain bone.
If switching from SkeletonGraphic to SkeletonRenderer and SkeletonAnimation respectively is an option, that would make things easier as you could then set up bounding box attachments in Spine and use the BoundingBoxFollower component in Unity.
You could also use bounding box attachments in Spine and use a BoundingBoxFollower component just to detect which bounding box is active and enable and disable certain pre-setup Canvas RectTransform elements which mirror your collision shapes.
In general please note that it's usually preferrable to use larger (more generously enclosing) hit boxes than your actual mesh shape. Otherwise if collision shapes are too tight, missing it by just a bit often feels like a bug. Street Fighter for example uses only coarse rectangles as can be seen in this older posting by Nate:
https://esotericsoftware.com/forum/d/14667-spine-libgdx-collision-detection/3