incorrect ShaderGraph shader generation when using automated build

I’m working on a project using Unity 2021.3.10f1, and we have a build machine using Jenkins. This is the first project I’ve dealt with that used ShaderGraph, and in the process of getting things set up to do automated builds, we’ve discovered that some of the ShaderGraph based shaders are incorrect when built through Jenkins. It differs a little per platform, but for example on PC there is purple showing on some of the surfaces like a color is invalid, or something. Building from the editor instead of in Jenkins does not have this artifact. Both are using the same custom build script, though the Jenkins build is obviously activated via command-line.

Something I’ve run into in the past is that Jenkins runs as a service, meaning there is no user logged in. This means some system environment variables may not exist and some other things that expect a user account may also fail. Generally Unity has been fine with this (as I’d expect, as automated builds are fairly common) but ShaderGraph is relatively new so maybe it still has some teething issues.

Is this a known problem, and is there a fix for it?

Comparison of the problematic spot in the frame debugger. These are the same assets built on the same machine.

Closed, and doesn’t relate to shader graph, that was just a coincidence. Issue got solved by adding a reflection probe to the scene. I’m not sure why only this specific machine built in this specific way manifested the error, presumably things get built in a slightly different order and this results in initialization of the scene happening a bit differently and for some reason this mesh doesn’t get its variables filled in ever?

Honestly kind of baffling but it’s gone away for now.