Trying to copy a Shader graph from URP to Built-In breaks my project, what am I doing wrong?

Hi,

So first I would like to preface that I’m not an experienced unity user, but I’m also not a complete beginner.
Additionally I would like to explain the problem at hand.

I work on making packages and selling them on the store, but I try my best to make them fully compatible with all 3 pipelines.
However recently after making 1 shader graph materials that most of my materials use in URP.
I have tried importing the package in Built In to test it out, figuring it should not be a problem…Because my Built In project has Shader graph installed and I can just change the target settings inside the graph to Built In.

The result however completely ruins the scene and it just seems unfixable, like shown in the images bellow:

As you can see here, the prefabs just all either become fully invisible or just all move randomly on the scene, the Selected thing is a Prefab and the highlighted blue lines shows where it is SUPPOSED to be

Now Some more information, AFTER trying to import the shader graph, it not only makes it look weird, but it also just completely ruins the project to the level that even if I make a completely new Shader graph from inside the Built In project, it also starts doing the same thing.

Things I have tried:

-Changing Normal space options
-Trying to make a new BuiltIn Shader Graph
-Trying to switch out the materials and then revert it back to the graph
-Restarting the project
-Clean out the project and re-import
-Making the Shader graph FIRST in Built In (It works at the start) then putting it into URP, activating it in URP (Which also works fine in URP) then returning it back to built in with the BuiltIn compatibility still active… And this last step kills the project again.
-Trying doing the same things in Unity 6, no difference, so it’s doesn’t have to do with the version of engine
-Re-Installing Shader graph
-Trying this in a whole new project
-Importing Materials/Meshes/Prefabs/Textures… Without the Graph and then making a new graph ALSO doesn’t work, as soon as I import anything that isn’t a Mesh or Texture, it just kills the project… Even though I DO NOT copy the .meta data from URP

All of the Meshes and Textures and EVEN the Shader graph are SUPER simple, so there shouldn’t be problems like this.
While I was looking for help online, I have seen people convert shaders with 0 issues from URP to Built In, so I really don’t understand what is going on.
I am not very knowledgeable when it comes to technical things in Unity, so PLEASE try to help me fix this issue

I would really appreciate some kind of help here…

You might try ensuring that the ShaderGraph’s Graph Settings have built-in set as a target type? Other than that, all I can say is to ensure whatever features and nodes you are using are actually supported by Built-in. As far as I know the BiRP version of Shader Graph has always just been a half measure that’s was on life-support from day one. Only ever received bug fixes for currently existing features while new features have never been backported for BiRP.

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Hi,

I have already tested multiple time the Graph settings, that is no problem.
As far as the shader goes… It’s is extremely simple, and doesn’t use any special nodes (Image bellow).

I have also tried making an Identical shader graph in the Built In pipeline, just directly form it, and it works… I then tried using that same Built in Graph in URP, and it worked… but then when I returned it back to built in, it stopped working, even though I changed the settings back, I even had a copy that I didn’t change, and it also stopped working