Multiple directional lights with render mode important, problem.

Have any of you had problems with having multiple directional lights in your scene all with render mode important?

its a problem with the shader im writing where it does not work well with more than one important render mode. but for unitys standard shader it works fine.

The problem is that some geometry sometimes goes darker randomly. I dont know much about writing shaders.

Shader "Custom/mufirstshader" {
Properties {
    _Color ("Main Color", Color) = (1,1,1,1)
    _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
    _Shininess("Shininess", Range(0, 1)) = 0.078125
    _Gloss("Gloss", Range(0, 1)) = 0.078125
    _MainTex2("Base (RGB) Trans (A)", 2D) = "white" {}
}
SubShader {
    Tags {"RenderType"="Transparent" "Queue"="Transparent" "IgnoreProjector"="True"}
    LOD 200
  
   
    Pass {
        ZWrite On
        ColorMask 0
  
        CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag
        #include "UnityCG.cginc"
        struct v2f {
            float4 pos : SV_POSITION;
        };
        v2f vert (appdata_base v)
        {
            v2f o;
            o.pos = UnityObjectToClipPos (v.vertex);
            return o;
        }
        half4 frag (v2f i) : COLOR
        {
            return half4 (0,0,0,1);
        }
        ENDCG 
    }
  
    CGPROGRAM


    #pragma surface surf Standard alpha
    #pragma debug
    sampler2D _MainTex;
    sampler2D _MainTex2;
    fixed4 _Color;
    half _Shininess;
    half _Gloss;

    struct Input {
        float2 uv_MainTex;
        float2 uv_MainTex2;
    };
void surf(Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
fixed4 c2 = tex2D(_MainTex2, IN.uv_MainTex2);
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = c2.r*_Shininess;
o.Smoothness = c2.g;
o.Alpha = c.a;
}
ENDCG
}
//Fallback "Transparent/Diffuse"
}

If anyone sees this and has the same issue. The problem was that the render queue was the same value for my character and the environment.