How to get the right uv of a sprite sliced from a big original sprite?

I am writing a shader for Sprite which needs to calculate the color based on the uv of each pixel.

But for a sliced sprite, the uv I get is mapping the whole original sprite instead of the sliced one I assigned to Sprite Render.

Hope I have explained clearly about my question…

Need help.
Thanks.

Shader "Custom/Gradient Sprite"
{
    Properties
    {
        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
        [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
        _TopColor ("Top Color", Color) = (1, 1, 1, 1)
        _BottomColor ("Bottom Color", Color) = (1, 1, 1, 1)
    }

    SubShader
    {
        Tags
        {
            "Queue"="Transparent"
            "IgnoreProjector"="True"
            "RenderType"="Transparent"
            "PreviewType"="Plane"
            "CanUseSpriteAtlas"="True"
        }

        Cull Off
        Lighting Off
        ZWrite Off
        Blend One OneMinusSrcAlpha

        Pass
        {
        CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile _ PIXELSNAP_ON
            #include "UnityCG.cginc"
           
            struct appdata_t
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
            };

            struct v2f
            {
                float4 vertex   : SV_POSITION;
                fixed4 color    : COLOR;
                float2 texcoord  : TEXCOORD0;
            };

            fixed4 _TopColor;
            fixed4 _BottomColor;

            v2f vert(appdata_t IN)
            {
                v2f OUT;
                OUT.vertex = UnityObjectToClipPos(IN.vertex);
                OUT.texcoord = IN.texcoord;
                OUT.color = IN.color * (lerp(_BottomColor, _TopColor, OUT.texcoord.y));
                #ifdef PIXELSNAP_ON
                OUT.vertex = UnityPixelSnap (OUT.vertex);
                #endif

                return OUT;
            }

            sampler2D _MainTex;
            sampler2D _AlphaTex;
            float _AlphaSplitEnabled;

            fixed4 SampleSpriteTexture (float2 uv)
            {
                fixed4 color = tex2D (_MainTex, uv);

#if UNITY_TEXTURE_ALPHASPLIT_ALLOWED
                if (_AlphaSplitEnabled)
                    color.a = tex2D (_AlphaTex, uv).r;
#endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED

                return color;
            }

            fixed4 frag(v2f IN) : SV_Target
            {
                fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color;
                c.rgb *= c.a;
                return c;
            }
        ENDCG
        }
    }
}

Hello,

Did you find workaround? I am struggling with this issue now also.

Cheers