Hello! Nothing jumps out at me as unsupported, but it’s hard for me to be sure without access to the actual shader graph. Since it’s called “SpriteSplitShader,” though, it’s probably worth noting that the current version of PolySpatial (1.0.3) doesn’t support custom materials/shaders on SpriteRenderers. The next version will, however.
If you could submit the shader graph as a repro project in a bug report and let us know the incident number (IN-#####), that would help us debug.
(Edit) Actually, since the shader uses world space position, it’s worth noting that a transform is required (PolySpatial Volume to World) to transform from the world space position node output to actual Unity node space. There’s some more information in the documentation.