What happened to SpriteColor in shader graph output?

So, recently I tried to make some shaders for one of my projects that uses universal RP with its 2d lightning and shader features and I noticed how all of my previous shader graphs had their color hooked up to SpriteColor(4) output that allowed for HDR color
HDR color with SpriteColor(4) output in old shader:

Old shader Graph Settings:

but now, if I create new shader graph it will only have Base Color(3) and Alpha(1) outputs and EVEN if I change material in Graph Setting in already existing shader to something else and then back to Sprite Unlit it will break the SpriteColor(4) output and turn the shader gray
New shader outputs:

Changing material in Graph Setting and then changing it back:

So this thing is really unfortunate for me as I could get a lot of use out of old SpriteColor(4) output with HDR color, I could set the HDR material color to white with intensity more then 1, then just use sprite color to adjust hue and alpha of the sprite. This allowed me to get desired results, like this one:
So is there a way to bring back the old SpriteColor(4) output to get HDR color output without getting in to the shaders code too much and without installing old versions of Unity or URP packege? I mean, if the old shaders still work I think there should be a way of turning on HDR color output in newly created shders.

By doing some more resarch and testing it turns out you can pretty much get the same results with this node construction


You wont get HDR color turning white in preview but it more or less kinda works in game, so its still sad that I cant use SpriteColor but at least there is a workaround