Shader has a problem where some shadows cannot be lit up by other lights.

Here is the code

Shader "Custom/CelShadeLighting"
{
    Properties
    {
        _Color ("Color", Color) = (1,1,1,1)
        _MainTex ("Texture (RGB)", 2D) = "white" {}
        _ShadingRamp ("Shading Ramp", 2D) = "white" {}
    }
        SubShader
    {
        Pass
        {
            Tags
            {
                "LightMode" = "ForwardBase"
            }
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            #include "Lighting.cginc"
            #include "AutoLight.cginc"
            #pragma multi_compile_fwdbase
            struct appdata
            {
                float4 vertex : POSITION;
                float4 uv : TEXCOORD0;
                float3 normal : NORMAL;
            };
            struct v2f
            {
                float4 pos : SV_POSITION;
                float3 worldNormal : NORMAL;
                float2 uv : TEXCOORD0;
                float3 viewDir : TEXCOORD1;
                // Macro found in Autolight.cginc. Declares a vector4
                // into the TEXCOORD2 semantic with varying precision
                // depending on platform target.
                SHADOW_COORDS(2)
            };
            sampler2D _MainTex;
            float4 _MainTex_ST;
            float4 _Color;
            sampler2D _ShadingRamp;
            v2f vert(appdata v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.worldNormal = UnityObjectToWorldNormal(v.normal);
                o.viewDir = WorldSpaceViewDir(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                // Defined in Autolight.cginc. Assigns the above shadow coordinate
                // by transforming the vertex from world space to shadow-map space.
                TRANSFER_SHADOW(o)
                return o;
            }
            float4 frag(v2f i) : COLOR
            {
                float4 color;
                UNITY_INITIALIZE_OUTPUT(fixed4, color);
                float4 texColor = tex2D(_MainTex, i.uv);
                half3 worldNormal = (i.worldNormal); //get world normal
                float4 tintcolor = _Color;
                // -Receiving Shadows-
                half shadow = SHADOW_ATTENUATION(i); //get shadow attenuation
                shadow = tex2D(_ShadingRamp, float2(shadow, 0.5));
                // -Cel Shade effect-
                float3 lightDir = normalize(_WorldSpaceLightPos0.xyz); //light direction
                float lightAmt = dot(worldNormal, lightDir);
                lightAmt = (lightAmt + 1) / 2;
                lightAmt *= shadow;
                float2 coordinates = float2(lightAmt, 0.5);
                float4 rampColor = tex2D(_ShadingRamp, coordinates);
                // -Combining all elements together
                color.rgb = texColor * tintcolor * rampColor * _LightColor0;
                return color;
            }
            ENDCG
        }
        Pass //Add more Lighting
        {
            Tags
                {
                    "LightMode" = "ForwardAdd"
                }
                BlendOp Max
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #pragma multi_compile_fwdadd
                //#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
                //#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
                #include "UnityCG.cginc"
                #include "Lighting.cginc"
                #include "AutoLight.cginc"
                 struct appdata
            {
                float4 vertex : POSITION;
                float4 uv : TEXCOORD0;
                float3 normal : NORMAL;
            };
            struct v2f
            {
                float4 pos : SV_POSITION;
                float3 worldNormal : NORMAL;
                float2 uv : TEXCOORD0;
                float3 viewDir : TEXCOORD1;
                LIGHTING_COORDS(3, 4)
            };
            sampler2D _MainTex;
            float4 _MainTex_ST;
            float4 _Color;
            sampler2D _ShadingRamp;
            v2f vert(appdata v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.worldNormal = UnityObjectToWorldNormal(v.normal);
                o.viewDir = WorldSpaceViewDir(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                TRANSFER_VERTEX_TO_FRAGMENT(o); //lighting
                return o;
            }
            float4 frag(v2f i) : COLOR
            {
                float4 color;
                UNITY_INITIALIZE_OUTPUT(fixed4, color);
                float4 texColor = tex2D(_MainTex, i.uv);
                half3 worldNormal = (i.worldNormal); //get world normal
                float4 tintcolor = _Color;
                // -Additional Light-
                half attenuation = LIGHT_ATTENUATION(i);
                //attenuation = tex2D(_ShadingRamp, float2(attenuation, 0.5));
                // -Cel Shade effect-
                float3 lightDir = normalize(_WorldSpaceLightPos0.xyz); //light direction
                float lightAmt = dot(worldNormal, lightDir);
                lightAmt = (lightAmt + 1) / 2;
                lightAmt *= attenuation;
                float2 coordinates = float2(lightAmt , 0.5);
                float4 rampColor = tex2D(_ShadingRamp, coordinates) * _LightColor0;
                // -Combining all elements together
                color.rgb = texColor * tintcolor * rampColor;
                return color;
            }
            ENDCG
        }
        // Shadow casting support.
        UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
    }
}

For point lights _WorldSpaceLightPos0 is a world space position, not a direction, hence the name of the parameter.