URP UniversalFragmentBlinnPhong function returns nothing

I am having a major problem with the URP Blinn-Phong function not returning the actual diffuse lighting values. All it returns is completely pitch black.

#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"

struct Attributes {
	float3 positionOS : POSITION;
	float3 normalOS : NORMAL;
	float2 uv : TEXCOORD0;
};

struct Interpolator {
	float4 positionCS : SV_POSITION;

	float2 uv : TEXCOORD0;
	float3 normalWS : TEXCOORD1;
};

TEXTURE2D(_ColorMap); SAMPLER(sampler_ColorMap);
float4 _ColorMap_ST;
float4 _ColorTint;

Interpolator Vertex(Attributes input)
{
	Interpolator output;

	VertexPositionInputs posnInputs = GetVertexPositionInputs(input.positionOS);
	VertexNormalInputs normInputs = GetVertexNormalInputs(input.normalOS);

	output.positionCS = posnInputs.positionCS;
	output.uv = TRANSFORM_TEX(input.uv, _ColorMap);
	output.normalWS = normInputs.normalWS;

	return output;
}

float4 Fragment(Interpolator input) : SV_TARGET
{
    
    float4 colorSample = SAMPLE_TEXTURE2D(_ColorMap, sampler_ColorMap, input.uv);

	InputData lightingInput = (InputData)0;
	lightingInput.normalWS = input.normalWS;

	SurfaceData surfaceInput = (SurfaceData)0;
	surfaceInput.albedo = colorSample.rgb * _ColorTint.rgb;
	surfaceInput.alpha = colorSample.a * _ColorTint.a;

    return UniversalFragmentBlinnPhong(lightingInput, surfaceInput);
}