The goal of ShaderGraph is to enable building customized shaders that work with Scriptable Render Pipelines, and automatically upgrade to continue working with each version of Unity. It was designed to separate, and black box the internals of the SRP implementations to make it easy to build new compatible shaders. It is a work in progress, though, and doesn't yet have the flexibility or power to do everything that the surface shader system in Unity did for the built-in renderer. But, we are working towards that! We are working on a public roadmap to gather better feedback from you on the directions and priorities of ShaderGraph; we should have it up by the end of the week. In the meantime, I have a question for everyone: What are the things you would build in a surface shader system that are not possible within ShaderGraph as it stands?