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The first workaround is to create your shading ramps in a palette in advance, then use the shading ink[www.aseprite.org] (on just one layer, the tile map).
https://www.youtube.com/watch?v=ty3qI4v5M0Y
If needed, create a second sprite as a scratch pad. In the scratch pad, use two layers and multiply blend mode to create the colors, ensure your eye dropper's sample settings register the composite, copy from the scratch palette to primary sprite palette. If it helps, you can drag and drop[www.aseprite.org] sprite tabs.
The second workaround involves knowing how Aseprite dices up a regular layer according to the grid when converting to a tile map layer. Go to View > Grid > Grid Settings. Ensure the grid size matches the intended tile set's tile size and grid offset matches the tile map's offset. If you have a hard time seeing the tile map's offset, turn on View > Show > Layer Edges.
Convert the tile map layer to a regular layer. Create a new multiply layer, shade, merge. Convert the shaded layer back to a tile map. If you try this, I'd recommend doing a test run first.