Hi Sebastiano, There are two issues with your shader: (1) When ASE generates a shader which uses its SRP templates, it injects the GPUI setup pragma and the GPUInstancerInclude.cging above the LWRP include files. These should be below the LWRP includes since the GPUI setup method references Unity macros and variables: Code (CSharp): #include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl" #include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/ShaderGraphFunctions.hlsl" //-------------------------------------- // GPUI Setup #include "Include/GPUInstancerInclude.cginc" #pragma instancing_options procedural:setupGPUI We have updated our wiki document on this to reflect this issue. (2) In the Unity Editor, you need to add a prefab with a material that uses your shader at least once to a Prefab Manager for GPUI to register your shader to its shader bindings. Since you are doing these in runtime, GPUI cannot register the shader as having a valid GPUI setup. We will provide an alternative method to this (possibly using the context menu) in the near future.