Since that is a custom shader, you have full control of the resulting pixel color on your fragment shader.
For example you can multiply the base color by a constant color value to give it a tint:
vec4 color = texture2D(uDiffuseMap, vUv0);
color.rgb *= vec3(0.3, 0.5, 1.0);
Or remove the texture dependency fully and keep a base color:
vec4 color = vec3(0.3, 0.5, 1.0, 1.0);
You got it right, the easiest way to integrate lighting to your shader is to override the internal engine shaders. Just note shader chunks are still an undocumented feature.
A good place to start are these shader chunks examples here:
You can find the full list of shaders used by the engine in this repo: