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Steps to reproduce:
1. Create new Unity project using Universal 3D Template
2. Create UI Shader Graph and open it (Create > Shader Graph > URP > UI Shader Graph)
3. In Shader Graph window > Graph Inspector > Universal > change Material to "TerrainLit"
4. Observe the Console window
Actual results: "TerrainLit" is available as a Material option in UI Shader Graph's Graph Settings and selecting it causes shader compilation errors in the Console
Expected results: "TerrainLit" should not be available as a Material option in UI Shader Graph's Graph Settings as it is incompatible with UI shaders
Reproducible with versions: 6000.3.17f1, 6000.4.10f1, 6000.5.0b11, 6000.6.0a6
Can’t test with versions: 6000.0.76f1 ("TerrainLit" Material is not available)
Tested on (OS): macOS Tahoe 26.4.1
Shader error in 'Shader Graphs/Master': undeclared identifier 'TerrainVaryingGeneration' at (900)/Library/PackageCache/com.unity.render-pipelines.universal@4f61ea929b49/Editor/ShaderGraph/Includes/Varyings.hlsl(113) (on metal) Compiling Subshader: 0, Pass: ForwardLit, Vertex program with _CLUSTER_LIGHT_LOOP _MAIN_LIGHT_SHADOWS Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_NEEDS_RENDERPASS_FBFETCH_FALLBACK UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS Disabled keywords: DIRLIGHTMAP_COMBINED DOTS_INSTANCING_ON DYNAMICLIGHTMAP_ON FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 SHADER_API_GLES31 SHADER_API_GLES32 SHADOWS_SHADOWMASK UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHTS_VERTEX _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN _NORMALMAP _SCREEN_SPACE_OCCLUSION _TERRAIN_INSTANCED_PERPIXEL_NORMAL
Shader warning in 'Shader Graphs/Master': implicit truncation of vector type at /(588) (on metal)
Compiling Subshader: 0, Pass: ForwardLit, Vertex program with _CLUSTER_LIGHT_LOOP _MAIN_LIGHT_SHADOWS
Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_NEEDS_RENDERPASS_FBFETCH_FALLBACK UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: DIRLIGHTMAP_COMBINED DOTS_INSTANCING_ON DYNAMICLIGHTMAP_ON FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 SHADER_API_GLES31 SHADER_API_GLES32 SHADOWS_SHADOWMASK UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHTS_VERTEX _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN _NORMALMAP _SCREEN_SPACE_OCCLUSION _TERRAIN_INSTANCED_PERPIXEL_NORMAL
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