Hi,
I just migrated our project from 2022 to Unity 6, and all shader graph shader we use for sprites has strange behaviors.
Basically when we change the sprite on the SpriteRender, the material seam to cache the previous sprite.
I read about SRP Bacher and some crazy procedures for compiling and manually updating the shader.
It’s an old post, right? There is a better way to continue using Shader Graph for sprite in Unity 6 that not involve copy past source code. Right?
Could you please submit a bug report? Without a bug report, it would be difficult to analyze/help with the issue.
Thanks.
has anyone been able to find a workaround. I’m experiencing the same issue 
The only solution we found is to disable SRP Bacher. Just select your URP Settings, view it in debug mode, and disable SRP Bacher.
Venkify
5
@poncle_Toby @Runeheads
Could you kindly submit a bug report? We will take a look at the earliest.
Likely a relevant bugfix was added in the following versions:
6000.0 => 6000.0.38f1
6000.1 => 6000.1.0b6
6000.2 => 6000.2.0a2
If the issue persists, please submit a bug report or a simple repro project.