I just fixed this, by editing from
color.r = (byte)(r * slot.R * color.a);
color.g = (byte)(g * slot.G * color.a);
color.b = (byte)(b * slot.B * color.a);
to
color.r = (byte)(r * slot.R * 255);
color.g = (byte)(g * slot.G * 255);
color.b = (byte)(b * slot.B * 255);
in SkeletonComponent.cs
I think that this will not work for people who use premultiply, but not sure
The final fix should be the similar, I think
byte aColor = (skeletonDataAsset.spriteCollection.premultipliedAlpha) ? color.a : (byte)255;
color.r = (byte)(r * slot.R * aColor);
color.g = (byte)(g * slot.G * aColor);
color.b = (byte)(b * slot.B * aColor);