UnityUPR2D受光shader问题

我用Shadero捏了一个shader(溶解的效果)

大概是这个样子:

Shader "Shadero Customs/DestroyFadeOut"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Destroyer_Value_1("_Destroyer_Value_1", Range(0, 1)) = 0
_Destroyer_Speed_1("_Destroyer_Speed_1", Range(0, 1)) =  0.5
_Darkness_Fade_1("_Darkness_Fade_1", Range(0, 1)) = 0.407
_SpriteFade("SpriteFade", Range(0, 1)) = 1.0

// required for UI.Mask
[HideInInspector]_StencilComp("Stencil Comparison", Float) = 8
[HideInInspector]_Stencil("Stencil ID", Float) = 0
[HideInInspector]_StencilOp("Stencil Operation", Float) = 0
[HideInInspector]_StencilWriteMask("Stencil Write Mask", Float) = 255
[HideInInspector]_StencilReadMask("Stencil Read Mask", Float) = 255
[HideInInspector]_ColorMask("Color Mask", Float) = 15

}

SubShader
{

Tags {"Queue" = "Transparent" "IgnoreProjector" = "true" "RenderType" = "Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" "RenderPipeline" = "UniversalPipeline"}
ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off 

// required for UI.Mask
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}

Pass
{

CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"

struct appdata_t{
float4 vertex   : POSITION;
float4 color    : COLOR;
float2 texcoord : TEXCOORD0;
};

struct v2f
{
float2 texcoord  : TEXCOORD0;
float4 vertex   : SV_POSITION;
float4 color    : COLOR;
};

sampler2D _MainTex;
float _SpriteFade;
float _Destroyer_Value_1;
float _Destroyer_Speed_1;
float _Darkness_Fade_1;

v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;
return OUT;
}


float4 Darkness(float4 txt, float value)
{
txt.rgb -= value;
return saturate(txt);
}
float DSFXr (float2 c, float seed)
{
return frac(43.*sin(c.x+7.*c.y)*seed);
}

float DSFXn (float2 p, float seed)
{
float2 i = floor(p), w = p-i, j = float2 (1.,0.);
w = w*w*(3.-w-w);
return lerp(lerp(DSFXr(i, seed), DSFXr(i+j, seed), w.x), lerp(DSFXr(i+j.yx, seed), DSFXr(i+1., seed), w.x), w.y);
}

float DSFXa (float2 p, float seed)
{
float m = 0., f = 2.;
for ( int i=0; i<9; i++ ){ m += DSFXn(f*p, seed)/f; f+=f; }
return m;
}

float4 DestroyerFX(float4 txt, float2 uv, float value, float seed, float HDR)
{
float t = frac(value*0.9999);
float4 c = smoothstep(t / 1.2, t + .1, DSFXa(3.5*uv, seed));
c = txt*c;
c.r = lerp(c.r, c.r*120.0*(1 - c.a), value);
c.g = lerp(c.g, c.g*40.0*(1 - c.a), value);
c.b = lerp(c.b, c.b*5.0*(1 - c.a) , value);
c.rgb = lerp(saturate(c.rgb),c.rgb,HDR);
return c;
}
float4 frag (v2f i) : COLOR
{
float4 _MainTex_1 = tex2D(_MainTex, i.texcoord);
float4 _Destroyer_1 = DestroyerFX(_MainTex_1,i.texcoord,_Destroyer_Value_1,_Destroyer_Speed_1,1);
float4 Darkness_1 = Darkness(_Destroyer_1,_Darkness_Fade_1);
float4 FinalResult = Darkness_1;
FinalResult.rgb *= i.color.rgb;
FinalResult.a = FinalResult.a * _SpriteFade * i.color.a;
return FinalResult;
}
ENDCG
}
}
Fallback "Sprites/Default"
}

然后我场景是UPR2D的,里面有大量2D光源,这个脚本不受光照;所有我找到了官方的“Sprite-Lit-Default”的Shader上面的受光脚本拷
我直接就把他的PASS拷了过来

//属性里面添加
 Properties{
 [HideInInspector] _Color("Tint", Color) = (1,1,1,1)
        [HideInInspector] _RendererColor("RendererColor", Color) = (1,1,1,1)
        [HideInInspector] _Flip("Flip", Vector) = (1,1,1,1)
        [HideInInspector] _AlphaTex("External Alpha", 2D) = "white" {}
        [HideInInspector] _EnableExternalAlpha("Enable External Alpha", Float) = 0
}

   Pass
        {
            Tags { "LightMode" = "Universal2D" }

            HLSLPROGRAM
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"

            #pragma vertex CombinedShapeLightVertex
            #pragma fragment CombinedShapeLightFragment

            #pragma multi_compile USE_SHAPE_LIGHT_TYPE_0 __
            #pragma multi_compile USE_SHAPE_LIGHT_TYPE_1 __
            #pragma multi_compile USE_SHAPE_LIGHT_TYPE_2 __
            #pragma multi_compile USE_SHAPE_LIGHT_TYPE_3 __
            #pragma multi_compile _ DEBUG_DISPLAY

            struct Attributes
            {
                float3 positionOS   : POSITION;
                float4 color        : COLOR;
                float2  uv          : TEXCOORD0;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct Varyings
            {
                float4  positionCS  : SV_POSITION;
                half4   color       : COLOR;
                float2  uv          : TEXCOORD0;
                half2   lightingUV  : TEXCOORD1;
                #if defined(DEBUG_DISPLAY)
                float3  positionWS  : TEXCOORD2;
                #endif
                UNITY_VERTEX_OUTPUT_STEREO
            };

            #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"

            TEXTURE2D(_MainTex);
            SAMPLER(sampler_MainTex);
            TEXTURE2D(_MaskTex);
            SAMPLER(sampler_MaskTex);
            half4 _MainTex_ST;
            float4 _Color;
            half4 _RendererColor;

            #if USE_SHAPE_LIGHT_TYPE_0
            SHAPE_LIGHT(0)
            #endif

            #if USE_SHAPE_LIGHT_TYPE_1
            SHAPE_LIGHT(1)
            #endif

            #if USE_SHAPE_LIGHT_TYPE_2
            SHAPE_LIGHT(2)
            #endif

            #if USE_SHAPE_LIGHT_TYPE_3
            SHAPE_LIGHT(3)
            #endif

            Varyings CombinedShapeLightVertex(Attributes v)
            {
                Varyings o = (Varyings)0;
                UNITY_SETUP_INSTANCE_ID(v);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

                o.positionCS = TransformObjectToHClip(v.positionOS);
                #if defined(DEBUG_DISPLAY)
                o.positionWS = TransformObjectToWorld(v.positionOS);
                #endif
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                o.lightingUV = half2(ComputeScreenPos(o.positionCS / o.positionCS.w).xy);

                o.color = v.color * _Color * _RendererColor;
                return o;
            }

            #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"

            half4 CombinedShapeLightFragment(Varyings i) : SV_Target
            {
                const half4 main = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
                const half4 mask = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, i.uv);
                SurfaceData2D surfaceData;
                InputData2D inputData;

                InitializeSurfaceData(main.rgb, main.a, mask, surfaceData);
                InitializeInputData(i.uv, i.lightingUV, inputData);

                return CombinedShapeLightShared(surfaceData, inputData);
            }
            ENDHLSL
        }

然后这个Pass把我原来的Pass覆盖了,个人不是很懂shader。这种怎么解决?