Alpha is transparency just adds white chunks/atrifacts everywhere. I have that unchecked.
The white edge does go away if I uncheck mipmaps but I need mipmaps.
Here's a post on the white edge issue.
https://forum.unity.com/threads/white-rims-around-transparent-textures-an-analysis.168532/
I guess a solution if to have an alpha channel of the object but extend the object's color past the alpha/bleed. Not sure how this work flow works for Spine though.
I found a fix for the problem.
Pack the texture as bleed, not premultiply from Spine.
In unity, set texture with Alpha is Transparency and set the material to Sprite/Default. I'll need to find a new material to let my material flash a fill color though.