Material for photogrammetry environment? real time casted shadows over unlit material?

Ok, I can’t find a way, I would like to enable a Custom Data channel in the Default Lit shading model, rename it to Emissive Shadow Multiplier and use a float to multiply the strengh of the shadow, ,but I can’t find where can I do that.
If I simply multiply the shadow with the custom data:



BoneDynamicShadowFactors*=GBuffer.CustomData.r;


Everything turns black, no matter what do I put in the custom data 0 or 1 channels, I assume because the shader is ignoring the custom data input and passing 0, so how can I avoid that and use that channel?

Thanks!!!