Injecting into the Unity2D lighting workflow (I want to create a custom global light)

I’d like to be able to render a texture (in world space) as a light, either as the global light or any 4 of the light channels would technically work.

In a perfect world I’d just be able make one of the light channels use a custom fragment shader I wrote, and then I could use that light channel like normal, but anything close to that is perfectly fine.

I’ve done things like this in 3D using light cookies, but it doesn’t appear there is any way to interact with the underlying system with Light2D.

As an added note, I have hacked it together quickly in the shaders for all the objects on the screen, I just figure it would probably be a better idea to integrate this with the Light2D system so it plays nicer with everything that uses the lights.