If want use enviroment lighting (ambient color), ShaderGraph can use Ambient Node.
But use ambient node in Universal Render Pipeline, log warning message. like: 'Unity_Lerp_half3': implicit truncation of vector type
I found why log warning message.
It’s because SHADERGRAPH_AMBIENT_SKY macro is float4 unity_AmbientSky, in Universal Render Pipeline.
What are the cases where you have to worry about this warning?
These warnings are safe to ignore, albeit annoying. They’re a bit too common when using Shader Graph unfortunately. It’ll end up being compiled to a float3 anyway (using the XYZ components, through assumption).
A way around this is to use a Split node, then pipe the XYZ components into a Combine node to form a new float3. Though dealing with these warnings is easier than with the resulting spaghetti graph
There’s no harm in filing a bug report, if you’re willing to put in the effort!