Adding shadows to my current bump mapped shader

Game is 2d and this shader is used on objects, characters, and ground tiles in the environment. The shader is a transparent bump mapped shader. I just need it to receive shadows. The lights in my scene are placed at varying depths relative to my sprites, and I will have mesh renderers (like cubes) in the scene to cast shadows onto objects/characters/ground tiles. Is this possible?

Here’s my shader:

Shader "Spine/LitNormalSkeleton" {

	Properties {
	   _Color ("Main Color", Color) = (1,1,1,1)
	   _MainTex ("Texture Atlas", 2D) = "white" {}
	   _BumpMap ("Normalmap", 2D) = "bump" {}
	   _Brightness ("Brightness Boost", Range(0,3)) = 2
	   _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
	}

	SubShader {
	   Tags {"IgnoreProjector"="True" "RenderType"="TransparentCutout"}
	   Fog { Mode Off }
	   Blend One OneMinusSrcAlpha
	   
	   CGPROGRAM
		  #pragma surface surf Lambert alphatest:_Cutoff
		  
		  sampler2D _MainTex;
		  sampler2D _BumpMap;
		  fixed4 _Color;
		  half _Brightness;
		  
		  struct Input {
			 float2 uv_MainTex;
			 fixed4 color : COLOR;
			 float2 uv_BumpMap;
		  };
		  
		  void surf (Input IN, inout SurfaceOutput o) {
			 fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * IN.color * _Color;
			 o.Albedo = c.rgb * _Brightness;
			 o.Alpha = c.a;
			 o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
		  }
	   ENDCG
	}

	FallBack "Transparent/Cutout/Bumped Diffuse"
}

Any thoughts? Something to point me in the right direction, doesn’t need to be the fully written out shader code.

So, the shader I originally posted does work but since I’m using Unity Free it only works with directional lights and not point lights. :frowning: