Let's see now. As a note: I am completely ignoring any Unearthed Arcana playtest material, both because I don't want to hunt it down across several releases and because it's not official material yet. I am also liberally inserting my own opinions on what's worth porting. Hot take alert, and all.
-Arcane Mark is sort-of subsumed into Prestidigitation, one of the possible effects of which is to "make a color, a small mark, or a symbol appear" on something. Unlike 3.5 Arcane Mark, this isn't permanent.
-Daze doesn't exist, and in my opinion shouldn't. It's not a spell I'm a fan of in 3.5, but in 5e where cantrips are at will and expend no resources, it's not something that should be a cantrip. It's conceptually redundant with Hold Person, in any case.
-Detect Magic and Ghost Sound have been mentioned.
-Know Direction doesn't exist by itself, and is honestly too narrow by itself for a spell, even a cantrip. I could see it being an option for Druidcraft, the druid's equivalent of Prestidigitation.
-Naturewatch doesn't exist, neither does Deathwatch. Again, I think this is too narrow to really justify a spell, but whatever.
-Open/Close is sort of covered by Thaumaturgy, the cleric's Prestidigitation, which can cause doors to fly open or slam shut. This does not extend to chests and the like, though, as it's just for special effects. Again, yadda yadda narrow.
-Silent Portal has no equivalent besides the more general and powerful Silence spell (2nd level).
-Touch of Fatigue has no direct equivalent, and might be ported in a somewhat interesting fashion by keying into 5th edition's exhaustion rules, perhaps. Conceptually, Chill Touch is pretty close in flavor though not in mechanics.
-Accelerated Movement has no direct equivalent but could rather easily just be an application of Expeditious Retreat.
-Bless Weapon is pretty much just Magic Weapon (a 2nd-level spell). Alignment-based damage reduction isn't a thing in 5e, so it even bypasses most fiends' resistances to weapon damage, which doesn't work against magic weapons.
-Bloodhound is conceptually similar to Hunter's Mark, though the latter requires you to be near the target first to use it.
-Calm Animal can be replaced with Animal Friendship.
-Camouflage and Mass Camouflage are basically Pass Without Trace (a 2nd-level spell).
-No Cause Fear, only a 3rd-level Fear. (I happen to remember there is in fact a 1st-level single-target fear spell in an Unearthed Arcana playtest, but I'm sticking to ignoring those.)
-Dead End is just a roundabout Pass Without Trace.
-Detect Animals and Plants is approximated by Locate Animal or Plant, a 2nd-level spell. It only finds you the nearest being of the kind you're looking for, but has far longer range.
-No Detect Secret Doors. I could see it maybe being converted, but it would ideally be altered so that it doesn't make actually looking for secret doors obsolete. Compare 5e's Find Traps spells for an example of this being well executed - it detects traps and tells you the general danger they pose, but doesn't show you exactly where or what they are. A ported Detect Secret Doors might maybe tell you there are secret doors and give a general idea of what's behind them but not their location.
-Detect Undead is covered by Detect Evil and Good, which doesn't actually detect alignments but specific types of creatures.
-No real equivalent to Distract or Distract Assailant.
-No equivalent to Divine Sacrifice. The various Smite spells play in the same general concept space, so this could be one of those, but I would be wary of granting more damage than the system expects in exchange for damaging yourself.
-Half of Ebon Eyes is Darkvision. There are no spells that allow you to see in magical darkness. Given that, a hypothetical conversion of this would probably need to be higher than 2nd level.
-No direct equivalent to Embrace the Wild.
-No direct equivalent to Endure Elements, and considering this is a fairly core spell and was not added even in the Elemental Evil companion, I'm led to believe this is intentional.
-No Insightful Feint, nor is there such a thing as a feint action, and this is super narrow in any case.
-No direct equivalent to Instant Search.
-No equivalent to Hawkeye, could see this as a ranger spell. (No pun intended.)
-No equivalent to Hide from Animals. Kind of narrow and redundant with stealth spells.
-Hypnotism is either Enthrall or Hypnotic Pattern (2nd- and 3rd-level spells respectively).
-Lay of the Land is basically a weak version of Commune With Nature (5th level).
-Lightfoot has no direct equivalent.
-Living Prints: See Bloodhound.
-Magic Fang is just a variant Magic Weapon. To be clear, I'm not a fan of introducing more limited versions of spells at a lower level, it's just bloat.
-Not really an equivalent to Marked Object, but so, so narrow.
-No direct equivalent to Nerveskitter. Casting Enhance Ability before combat will do it. Kind of boring on its own.
-Net of Shadows is just Darkness.
-No Read Magic, and there isn't any need for it in 5e.
-No Remove Fear specifically, but Calm Emotions exists. Again, narrow.
-Remove Scent: See Camouflage and Dead End.
-Serene Visage is Glibness, which is 8th level in 5e for good reason.
-Silent Portal was mentioned under cantrips.
-Snowshoes is too narrow to be worth being a spell, but something that helps you with difficult terrain in general might be fruitful space. Freedom of Movement is the super comprehensive version at level 4.
-Spontaneous Search: See Instant Search.
-Stalking Brand is conceptually nearly identical to Hunter's Mark.
-No equivalent to Surefoot but it's basically Enhance Ability on Dexterity.
-Swift Expeditious Retreat is literally just Expeditious Retreat in 5e (it's cast as a bonus action in the first place, so there is no need for a "swift" version). Also I don't like all the "Swift" versions of whatever spells.
-Ventriloquism is basically redundant with Minor Illusion, and was redundant with Ghost Sound in its own edition.
-Virtue can be approximated and surpassed by Heroism (1st level) or Aid (2nd), which are also both vastly less pointless effects.
-Align Fang is entirely pointless in 5e because there is no alignment-based damage reduction.
-Baleful Transposition doesn't exist as far as I'm aware, and is probably the first one I think might be genuinely interesting to have as a spell. (Benign Transposition, incidentally, exists as a wizard feature.)
-No equivalent to Balancing Lorecall, and I'm not convinced the Lorecall spells would make sense in 5th edition since proficiency in a skill is purely a yes/no question. Maybe a spell that works better if you have proficiency in the relevant skill, but eh.
-Daze Monster: See my opinion on the Daze cantrip.
-Easy Climb is basically a different way of achieving, and therefore redundant with, Spider Climb. Its main feature of interest is that it lets multiple people come along, which should probably make it higher level if you still think it's worth porting (although it's not really combat-usable, so there's that).
-No equivalent to Entice Gift.
-No equivalent to Fell the Greatest Foe. Be very careful with spells that straight up add damage to every attack the subject makes, no questions asked, for a whole combat. To give you a sense of how stingy 5e is with this, Enlarge gives just +1d4, as a 2nd level spell.
-Jagged Tooth: No direct equivalent. I am wary of something that just duplicates a class feature (Champion fighter's in this case).
-Lion's Charge: Letting players use pounce was a mistake, and so was this spell. Redundant in 5e since you can move and make all your attacks in the same turn anyway. I could maybe see a oneshot spell that lets you use 5e's version of the pounce ability that large cats have.
-Listening Lorecall: See Balancing Lorecall.
-I feel like something like Misdirection exists in 5e, but I can't find it now.
-Mountain Stance is kind of like a narrow application of Enlarge or Enhanced Ability on Strength. No direct equivalent, and kind of narrow.
-Nature's Favor just straight up has no business existing if you ask me. Down with bonus bloat, etcetera.
-Portal Alarm is literally just Alarm, as far as I can tell. Which is a 1st level spell. And existed in the 3.5 PHB.
-There's a sort-of Protection From Arrows in the Elemental Evil Player's Guide in Warding Wind.
-Rebuke: See Daze, I guess. Conceptually, Command is a pretty close match.
-Remove Paralysis is covered by Lesser Restoration.
-Resist Energy is Protection from Energy, a 3rd-level spell.
-Scare: See Cause Fear.
-Shield Other is called Warding Bond in 5e.
-Speak to Allies: Message covers a single message in 5e, rather than letting you speak back and forth for many minutes. The equivalent to a higher-level Message with that in mind would be Sending. If you want specifically ongoing telepathy, then I think your only option is Telepathy, an 8th-level spell.
-Surefooted Stride: See Surefoot.
-Swift Haste: A terrible idea if you ask me. Haste is excellent enough as it is. You don't even really lose a turn by casting it in this edition. Plus it immobilizes you for a turn when it runs out, so a short duration is kind of bad.
-Touch of Idiocy is a weaker Feeblemind (8th level). 5e doesn't really do ability penalties or damage (it does have them, but they're very rare). I could see a spell that imposes disadvantage on ability checks and/or attacks and/or saves with a mental ability.
-Veil of Shadow is just Blur, in practice.
-War Cry could work as a Smite-type spell. Actually, if you remove the bonus to hit and damage (which you should), it's basically Wrathful Smite (1st level spell).
-Whispering Wind: See Speak to Allies.
This is as far as I'm getting for now. The rest should be a little faster when I get to them.