Quick answer: Unity Shader Graph compiled against BRP but assigned to a URP material rendering incorrectly? Targets mismatch silently - re-target the graph in the Graph Inspector.
Bumped a project from BRP to URP. One Shader Graph still emits BRP-style output; URP material shows pink.
Re-target the graph
Open the Shader Graph. Graph Inspector > Active Targets. Remove BRP target; add URP. Save and recompile.
Or check active subtargets
Each target has subtargets (Lit, Unlit). URP requires the right subtarget for the material's shader type.
Validate per pipeline
Switch the project's render pipeline asset and re-test. Pipeline-bound graphs surface their bugs immediately.
“Shader Graph targets the pipeline at compile time. Pipeline changes are graph migrations.”
After a render pipeline upgrade, audit every Shader Graph. The bugs cluster predictably; one sweep catches most.