texture sampling gives different result than in regular (non shader graph) shaders

It’s my first time using shader graph.
I have some custom shaders I made that I remade in shader graph so they can be used in URP, but the results are different.
I’ve been able to pin it down to the texture sampling, which doesn’t give the correct result in shader graph.
Sampling a texture that is gradient going from black to white will not give the correct values, but somehow a lot darker, as if some kind of collorspace conversion is being done.
Is that the case? can somebody explain me how to counter this and get the correct values in the shader?

anyone?

To clarify, the texture is displayed correctly, but the values in the shader are different than in a regular shader.
For example, sampling that gradient texture I mentioned at a pixel that is halfway between black and white will be displayed as such, but in the shader the value won’t be 0.5 (while it is 0.5 in a regular shader)

Can anybody help me here?

Seems like the issue wasn’t with shaderlab, but with the fact that the URP project (in which I use shaderlab) was in linear space rather than gamma.
Since I want it to work in both linear and gamma, the fix for this seems to be to disable sRGB sampling for these textures.
Although the result is still slightly different in linear than in gamma. (which shouldn’t be the case)
It’s much closer to it than before though