They are features of the standard shader in Unity. But Spine models are not compatible with this shader.
When a spine model is built in unity and the standard shader is applied, any rotation of the object is ignored when calculating the way the light hits the object.
There are some shaders that the spine team are working on to add normal maps which respect the rotation of objects but I'm not sure if the other maps from the standard shader will be included (specular, depth, metallic, etc).
At this point in time I'm regretting my purchase of spine as it completely breaks unity's lighting and spine's magelight project seems to be forever "on the horizon".
Here's a video from over a year ago that looks good but there doesn't seem to have been any progress on this..