Could Shader Graph to be used without SRP?

I found that the Shader Graph won’t work if my project is not set to use a SRP, otherwise it would simply generates error when openning such as:

Exception thrown while invoking [OnOpenAssetAttribute] method 'UnityEditor.ShaderGraph.ShaderGraphImporterEditor:OnOpenAsset (int,int)' : NullReferenceException: Object reference not set to an instance of an object
UnityEditor.Experimental.UIElements.GraphView.IconBadge.AttachTo (UnityEngine.Experimental.UIElements.VisualElement target, UnityEngine.SpriteAlignment align) (at C:/buildslave/unity/build/Modules/GraphViewEditor/IconBadge.cs:143)
UnityEditor.ShaderGraph.Drawing.MaterialNodeView.Initialize (UnityEditor.ShaderGraph.AbstractMaterialNode inNode, UnityEditor.ShaderGraph.Drawing.PreviewManager previewManager, UnityEditor.Experimental.UIElements.GraphView.IEdgeConnectorListener connectorListener) (at Library/PackageCache/com.unity.shadergraph@4.10.0-preview/Editor/Drawing/Views/MaterialNodeView.cs:155)
UnityEditor.ShaderGraph.Drawing.GraphEditorView.AddNode (UnityEditor.Graphing.INode node) (at Library/PackageCache/com.unity.shadergraph@4.10.0-preview/Editor/Drawing/Views/GraphEditorView.cs:322)
UnityEditor.ShaderGraph.Drawing.GraphEditorView..ctor (UnityEditor.EditorWindow editorWindow, UnityEditor.ShaderGraph.AbstractMaterialGraph graph) (at Library/PackageCache/com.unity.shadergraph@4.10.0-preview/Editor/Drawing/Views/GraphEditorView.cs:150)
UnityEditor.ShaderGraph.Drawing.MaterialGraphEditWindow.Initialize (System.String assetGuid) (at Library/PackageCache/com.unity.shadergraph@4.10.0-preview/Editor/Drawing/MaterialGraphEditWindow.cs:530)
UnityEditor.ShaderGraph.ShaderGraphImporterEditor.ShowGraphEditWindow (System.String path) (at Library/PackageCache/com.unity.shadergraph@4.10.0-preview/Editor/Importers/ShaderGraphImporterEditor.cs:50)
UnityEditor.ShaderGraph.ShaderGraphImporterEditor.OnOpenAsset (System.Int32 instanceID, System.Int32 line) (at Library/PackageCache/com.unity.shadergraph@4.10.0-preview/Editor/Importers/ShaderGraphImporterEditor.cs:60)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Does that mean the SRP is mandatory or could it be optional?

Yes. SG only works with SRP.

If you like the IDEA of Shader Graph, but want to stay out of the scriptable render pipeline for some reason, I suggest you look into Amplify Shader Editor. It outputs plain old shaders which don’t depend on further interpretation by the Shader Graph or even its own editor.

Thanks. I’ll check this.

Besides, I found the SG leaks the options to set the stencil/depth operations. Is this by design or just not implemented yet?

Yes. Currently by design, but they may add it in the future.

pls i need help for my project. when i want open a shader graph its shows this

how do i fix it ?

Hello
I’ve the same problem with Nature Renderer shaders. Any idea on how to fix it? I tried to reload the entire project but it doesn’t fix the issue

What issue exactly?

For general “Nature Renderer”-related issues, you may use the dedicated thread here:
https://discussions.unity.com/t/760439

Remember: Shader Graph itself only works with the SRPs - HDRP and LWRP/URP. The legacy built-in render pipeline
does not support it.

.