Does Sprite-Secondary Textures need Non-Atlas mode? (2019.3.0)

My shader doesn’t recognize secondary texture on play-mode with Atlas.

I think the problem is that the UVs get changed because now they are on the atlas and the secondary texture’s UV is gonna be different than the original sprite’s UV. So now the question is how to extract the UV for this secondary texture.
Can anyone help? I’m digging through the documentation and trying to hack the new lit shaders to see how they do it with no luck.

So I guess this is the answer for now. They are not supported yet:

Experimental 2D Lights and Shader Graph support in Universal RP (previously LWRP) page-3#post-4814150

It means that both the original and secondary texture have to be outside of the atlas to work properly. I would assume that they would use the _TS parameters of the textures to send the UV changes to each texture when it’s ready.