Thanks for your immediate replies. Here's the major issue that we see. It seems that the custom shader performs tiling procedural (or in a different manner) than the Maya's traditional lambert one does, thus leaving the black background. Is there a way to prevent this effect and have it follow the standard lambert style?
Maya's traditional lambert shader

Our custom shader

When I tweaked the texture hardware rendering attributes in the lambert material from default to 256x256, it had the same results as the amat shader node. It seems that when the material uses a resolution other than default, it has the strange effect (black background)
Is there a way for the custom shader node to behave as the standard maya one?
The following information came from the docs:
Assigning a texture shader as an input to a built-in Maya material shader
When a user assigns a texture shader as an input to a built-in Maya material shader (for example, lambert) a connection is automatically made between the texture node's message attribute and the downstream materialInfo node's texture[0] attribute. This is necessary for accurate hardware rendering. This does not happen automatically with custom material shaders and procedures will have to be implemented to make the connection. Unfortunately when the scene is saved and re-opened the texture will no longer be connected to the materialInfo node's texture[0] attribute. Instead the material shader's message attribute will have this connection.
Workaround
Procedures will have to be implemented to break this connection and reconnect the texture node's message attribute with the texture[0] attribute. Possible solutions may include: the registering of a callback in the plug-in's initialize method to check for this connection and alter it if necessary, or the modification of the AE template script to make such connections when necessary.
Monitoring the desired hardware resolution of a Texture2d node
To monitor the desired hardware resolution of a Texture2d node the renderer queries its resolution attribute. This attribute is added dynamically to a texture when the user sets the Hardware Texturing >Texture Quality of a built in material shader node (e.g. lambert.). This is not the case with custom material shader plug-ins.
Workaround
A procedure must be implemented that will dynamically add the resolution attribute (type kLong) to an input texture. The resolution attribute can have the values: 32, 64, 128, or 256.