@FattyJoker Sorry if my answer was too brief. What I was trying to say is that your new problematic atlas that the flag attachment is part of has a size of 2048x512. While this is smaller than 4K, it's still half of 4096, which halves the precision problem, making the distortion half as bad, but it's still there. It's noticable because your flag has about 15 vertices along a slightly angled straight line downwards, which is the worst-case scenario for precision. The U coords there are increasing by a small amount with each vertex, making it noticable where precision discretization "snaps" two vertices to the same U coordinate. This It's just a small change which would otherwise not be as noticable. But at a straight line it suddenly makes it zig-zag basically similar to this: 0, 1, 1, 2, 3, 4, 5, 5, 6, 7..
My idea is to separate this flag animation from the original atlas and render it as an independent animation.
If you can't update or modify the spine-unity runtime shaders for some reason, you could make sure that the attachment lands on a separate atlas page, or a different atlas. You could do this by placing the attachment it in a separate folder and pack the atlas by folder structure.
Making it a separate skeleton is also a quick and easy solution, which is absolutely valid.