Custom Lighting with unlit shader graph doesn't receive shadows

I’m trying to make my own toon shader with unlit shader graph and custom lighting, but apparently, it doesn’t receive any shadow from other shadow casters. I made custom lighting by following this tutorial => Custom lighting in Shader Graph: Expanding your graphs in 2019
How can I make this receive shadows?

This package has all the custom nodes you need for lights and such:

It currently works for me on 2022.2.
Some nodes might be deprecated but Main Light and Main Light Shadows works at least.

I am getting this issue with custom light. Do you know why its happening?

I know it’s been a year, but I exactly just ran into this issue when making a toon shader in URP using custom lighting. I had narrowed the issue down to a weird interpretation from the way the Light struct from Lighting.hlsl itself is interpreted in different rendering paths (if you return only Light.color it becomes very obvious).

Your issue might be the same banding effect created from a limitation of the deferred rendering path with Accurate G normals enabled. Here is the full explanation https://discussions.unity.com/t/weird-reflections-with-deferred-rendering-path/838282/2 Either you roll back to Forward, either you disable Accurate G Normals in your Rendering asset.