Realtime point and spot lights don't affect these materials. This is troublesome for dark worlds on android, like where you carry a flashlight or torch. Because player avatars using these shaders appear totally black.
Some worlds introduce a fallback "avatar light" toggle to address this issue. Which is a directional light whose culling mask is set to affect only player layers. But that illuminates all avatars. So it's not so nice a solution.
Adding Shade4PointLights (or similar code) to the forward base pass of these shaders would fix this issue.