URP ShaderGraph SpriteRenderer Color

I’m currently trying to create a set of 3 different shaders, and I’m running into some issues.
I was hoping someone here could help me out.

The 3 shaders:

The issues I’m running into all seem to be related to the SpriteRenderer-Color. The Shaders seem to be working fine when checking the Preview in the ShaderGraph-window, but aren’t properly functioning when applied to a SpriteRenderer.

  • The SpawnShader-Albedo (PropertyReference is “_Color”) does not ‘link’ with the Color from the SpriteRenderer. Instead, the SpriteRenderer-Color seems to be applied to the object AFTER my shader? (Thereby adding to my Dissolve-Color, making it Black)
    See Screen capture - 2eea1b587d08dd11f501a6e4192195e5 - Gyazo

  • The BattleShader-DamageColor does not apply at all unless the SpriteRenderer-Color is set to a gray-ish tint (getting blown out to white?). See Screen capture - 2c9f618af7f241eaf08ec90fa7a32037 - Gyazo
    (The DamageMask defaults to ‘white’ so it shouldn’t be that).

  • The Despawn-Shader is suffering from both a missing DamageColor, as well as the EdgeColor for my Dissolve not being applied.

Again: All of these shaders seem to work fine within the Preview inside of the ShaderGraph-window. Thus I’m pretty sure it’s all related to the SpriteRenderer-Color.
I’ve tried replacing “_Color” with “_RendererColor”, but that results in a “redefinition of ‘_RendererColor’”-error.

For reference: The same exact shader(s) work completely fine when applied to a Quad instead of a SpriteRenderer: