I was trying Shader Graph in a test project and everything was working correctly. Then I transferred our main project to LWRP 3.0.0 and uploaded it to Git. When I started to build same shaders the way I did them in a test project my PBR shaders started to break when I was changing Color nodes to Properties. But everything works correctly on another PC with the same project downloaded from Git. Roadmap: 1) Create a PBR Shader, open it 2) Create a Color node 3) Change Default color to other than system ones (not black, not red, but something in between) 4) Convert to Property Immediately I get an error and a warning in a console: * Assertion failed on expression: 'success' UnityEditor.EditorApplication:Internal_CallUpdateFunctions() * Preview shader for graph has 2 errors: Shader compilation error in graph at line 5 (on ): Parse error: syntax error, unexpected ',', expecting ')' Shader compilation error in graph at line 73 (on d3d11): 'TransformObjectToWorld': implicit truncation of vector type UnityEditor.EditorApplication:Internal_CallUpdateFunctions() 5) Save Asset After that there are 2 more errors in a console: * Assertion failed on expression: 'success' UnityEngine.GUIUtilityrocessEvent(Int32, IntPtr) * Assertion failed on expression: 'success' UnityEngine.GUIUtilityrocessEvent(Int32, IntPtr) And also in the Inspector of the shader there is this error: * Shader is not supported on this GPU (none of subshaders/fallbacks are suitable) Note: shader is not breaking when the Color is a system one (eg: black or red) Again, everything works good on another PC and in another project. Can somebody help me to figure out how to fix this? Update: So, it seems that shader breaks if I create any property with not an integer value, even if it's a Vector1. But I still don't have a solution.