How do I add shaders to sprites from Spine 2d in custom build?

Godot Version

Godot Engine v4.4.1.stable.custom_build
spine-godot engine module from Spine 2d

Question

Hello! Minimal project example
I created a character in the Spine 2d program. Then I exported it and then imported it into godo 4. The engine is custom from spine. Links to the engine and to the minimal project at the very beginning. To work with the character, 3 files are imported into spine: the atlas texture with all body parts (packed) in .png, the atlas itself and the skeleton. The atlas and skeleton are then uploaded to the SpineSkeletonDataResource. Next, we add SpineSprite to the stage and add our resource to it and the character appears. I even made a normal map for the character. In the project, you can move the light and shadows on the character’s texture normally. Next, I decided to add another shadow behind the character. To do this, I got a shader for shadows through AI. This shader works with regular sprites (although it is clipped at the edges of the texture). But when I add a shader for a sprite from spine, the shadow does not work correctly. The fact is that the character’s texture consists of a single texture file, and all parts of the body are packed and rotated as much as possible. When I add a shader, a shadow is created for each part of the body, plus the texture of neighboring parts of the body gets into the shadow, since they are very close to each other. I tried to make a solid sprite out of the character by adding it to a SubViewport and connecting it to Sprite2d and the shadow appears, but then I lose the character’s volume, since I can no longer apply a normal map to this sprite. I asked on the spine forum, they replied that they could not help in this case and it was better to ask here. I also tested several other shaders to identify other errors and found a few. These are the examples:
Problem with the direction of rendering

Here it is necessary to add a character to CanvasGroup, it works, there are shadows, but when zooming, the shadows also scale, but here I think the problem is in the shaders themselves.

I don’t know what to call it, there’s probably a problem with the direction.

As a result, I’ve only come to this crutch so far, I created 2 copies of the character, put one in the Canvasgroup and changed the color with transparency for the group and shifted it a little, as a result, the shadow is imitated and nothing is cut off. But I wanted to figure out how to solve the problem correctly. Can you give me some advice? And most importantly, I do not know how to write shaders. I just started gradually watching different lessons, but not intensely.