My shader graph with custom functions throws errors & warnings

Shader error in 'Shader Graphs/hidden/preview/Multiply_c1863e04608f4df39a32c1d12bc1816c': '_AdditionalLightsPosition': implicit array missing initial value at /Projects/UNITY/ProjectCamping/Library/PackageCache/com.unity.render-pipelines.universal@14.0.10/ShaderLibrary/Input.hlsl(151) (on d3d11)

Compiling Subshader: 0, Pass: <Unnamed Pass 0>, Fragment program with <no keywords>
Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING

Shader error in 'Shader Graphs/hidden/preview/Multiply_c1863e04608f4df39a32c1d12bc1816c': undeclared identifier 'MAX_VISIBLE_LIGHT_COUNT_DESKTOP' at /Projects/UNITY/ProjectCamping/Library/PackageCache/com.unity.render-pipelines.universal@14.0.10/ShaderLibrary/Input.hlsl(151) (on d3d11)

Compiling Subshader: 0, Pass: <Unnamed Pass 0>, Fragment program with <no keywords>
Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING

Shader warning in 'Shader Graphs/hidden/preview/Multiply_c1863e04608f4df39a32c1d12bc1816c': 'UNITY_MATRIX_I_P': macro redefinition. Previous definition found at C:/Projects/UNITY/ProjectCamping/Library/PackageCache/com.unity.shadergraph@14.0.10/ShaderGraphLibrary/ShaderVariablesMatrixDefsLegacyUnity.hlsl:13. at /Projects/UNITY/ProjectCamping/Library/PackageCache/com.unity.render-pipelines.universal@14.0.10/ShaderLibrary/Input.hlsl(193)

Shader warning in 'Shader Graphs/hidden/preview/Multiply_c1863e04608f4df39a32c1d12bc1816c': 'UNITY_MATRIX_I_VP': macro redefinition. Previous definition found at C:/Projects/UNITY/ProjectCamping/Library/PackageCache/com.unity.shadergraph@14.0.10/ShaderGraphLibrary/ShaderVariablesMatrixDefsLegacyUnity.hlsl:15. at /Projects/UNITY/ProjectCamping/Library/PackageCache/com.unity.render-pipelines.universal@14.0.10/ShaderLibrary/Input.hlsl(195)

Shader error in 'Shader Graphs/hidden/preview/trowbridgeReitzAnisotropicNDFCustomFunction_24f8a070c6374375b4c9ff181831dd8b': variable '_trowbridgeReitzAnisotropicNDFCustomFunction_24f8a070c6374375b4c9ff181831dd8b_ANDF_5_Float' used without having been completely initialized at line 208 (on d3d11)

Compiling Subshader: 0, Pass: <Unnamed Pass 0>, Fragment program with <no keywords>
Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING

Shader warning in 'Shader Graphs/hidden/preview/trowbridgeReitzAnisotropicNDFCustomFunction_24f8a070c6374375b4c9ff181831dd8b': value cannot be infinity, isfinite() may not be necessary.  /Gis may force isfinite() to be performed at line 208 (on d3d11)

Compiling Subshader: 0, Pass: <Unnamed Pass 0>, Fragment program with <no keywords>
Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING

here is my custom function code:

#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"

void GetMainLight_float(out float4 Position, out float4 Colors)
{
    Position = _MainLightPosition.xyzw;
    Colors = _MainLightColor.rgba;
}

void GetIfLighting_float(float4 Input, out float4 Output)
{
    if (_MainLightPosition.w == 1)
	{
		Output = float4(0.0, 0.0, 0.0, 0.0);
	}
	else
	{
		Output = Input;
	}
}

void GetPBRNormal_float(Matrix3x3 TangentMatrix, float3 SampledNormalMap, out float3 Normal)
{
	Normal = mul(TangentMatrix, SampledNormalMap.xyz * 2 - 1);
}

void FPower5_float(float A, out float B)
{
    B = pow(1 - A, 5);
}

// Diffuse distribution functions

void lambertDiffuse_float(float3 albedo, out float3 lambert)
{
    return albedo / PI;
}

// Fresnel functions

void fresnel1_float(float3 F0, float NdotV, out float3 fresnel)
{
    return F0 + (1 - F0) * fPow5(NdotV);
}

void fresnel2_float(float3 F0, float NdotV, float Roughness, out float3 fresnel)
{
    return F0 + (max(1.0 - Roughness, F0) - F0) * fPow5(NdotV);
}

void fresnelDisney_float(float HdotL, float NdotL, float NdotV, float Roughness, out float3 disneyFresnel)
{
    float k = 0.5 + 2 * Roughness * sqrt(HdotL);
    float firstTerm = (k - 1) * fPow5(NdotV) + 1;
    float secondTerm = (k - 1) * fPow5(NdotL) + 1;
    return firstTerm * secondTerm;
}

void F0_float(float Ior, out float F)
{
    F = pow((1.0 - Ior) / (1.0 + Ior), 2);
}

// Normal distribution functions

void trowbridgeReitzNDF_float(float NdotH, float Roughness, out float RNDF)
{
    float alpha = Roughness * Roughness;
    float alpha2 = alpha * alpha;
    float NdotH2 = NdotH * NdotH;
    float denominator = PI * pow((alpha2 - 1) * NdotH2 + 1, 2);
    RNDF = alpha2 / denominator;
}

void trowbridgeReitzAnisotropicNDF_float(float NdotH, float Roughness, float Anisotropy, float HdotT, float HdotB, out float ANDF)
{
    float aspect = sqrt(1.0 - 0.9 * Anisotropy);
    float alpha = Roughness * Roughness;

    float roughT = alpha / aspect;
    float roughB = alpha * aspect;

    float alpha2 = alpha * alpha;
    float NdotH2 = NdotH * NdotH;
    float HdotT2 = HdotT * HdotT;
    float HdotB2 = HdotB * HdotB;

    float denominator = PI * roughT * roughB * pow(HdotT2 / (roughT * roughT) + HdotB2 / (roughB * roughB) + NdotH2, 2);
    ANDF = 1 / denominator;
}

// Geometric attenuation functions

void cookTorranceGAF1_float(float NdotH, float NdotV, float HdotV, float NdotL, float TGAF)
{
    float firstTerm = 2 * NdotH * NdotV / HdotV;
    float secondTerm = 2 * NdotH * NdotL / HdotV;
    TGAF = min(1, min(firstTerm, secondTerm));
}

void schlickBeckmannGAF2_float(float dotProduct, float Roughness, float TGAF)
{
    float alpha = Roughness * Roughness;
    float k = alpha * 0.797884560803;  // sqrt(2 / PI)
    TGAF = dotProduct / (dotProduct * (1 - k) + k);
}

// Helpers
void gammaCorrection_float(float3 v, float3 correction)
{
    correction = pow(v, 1.0 / 2.2);
}

void sRGB2Lin_float(float3 sRGB, float3 Linear)
{
    Linear = return pow(sRGB, 2.2);
}

Experiencing the same issue when trying to include these in my Custom Function Node HLSL file:

#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
Shader error in 'Shader Graphs/hidden/preview/MyCustomFunction_44bcb93d40c243b6915652b1a29425a5': '_AdditionalLightsPosition': implicit array missing initial value at /MyProject/Library/PackageCache/com.unity.render-pipelines.universal@14.0.11/ShaderLibrary/Input.hlsl(151) (on d3d11)

Compiling Subshader: 0, Pass: <Unnamed Pass 0>, Vertex program with <no keywords>
Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING

The same issue. Is there any solution please?