The shadergraph SpriteLit is relying on SpriteRenderer's color being set on the Vertex Channel.
This is only valid for Dynamic-Batching as Renderer Color is baked to Vertex Colors (mainly when batching multiples sprites that use the same texture (atlas, spritesheets etc.) but use different Color.
This is not valid when using SRP-Batcher and Renderer Color is set in unity_SpriteColor instead when SRP-Batcher is active.
So either disable SRP-Batcher or make Shader incompatible with SRP-batcher.
See Removing shader compatibility in https://docs.unity3d.com/Manual/SRPBatcher.html