If I'm writing a normal shader, I can get at a SpriteRenderer's .color by reading the the vertex color. I also have full control of the final, output color. When I'm creating a shader in ShaderGraph using the SpriteLit template, I can still read the .color through reading the vertex color. But I can't do anything about the color being automatically applied to the final output color. That's a problem! I need to create an effect that first applies the SpriteRenderer's color to the texture, and then applies the rest of the shader effect. That's trivial in a normal shader, but in the SpriteLit template, I'm unable to prevent the tint being applied in the end. Any way I can fix this now, that's not a huge hack? I've gotten some suggestions, but it seems a bit over the board.