It would be great if you could help. I do have to warn you that this is a very specific problem.
I have a shader (PlanetShaderGraph) build via Shadergraph that gets in a texture and a colour and multiplies them and outputs them into a Custom Render Texture (CRT). This CRT is setup as a cubemap and takes in a material that has the Shader assigned. I then assign this CRT into the physics based sky, which is how I make the planets. Now I can change the colours and textures inside the shadergraph using the parameters on the top-left. The result will be applied immediately if I set the CRT's Intialization mode and Update mode to realtime (not relevant). The problem is that when I try to access these parameters (SurfaceColor and SurfaceTexture) via script, nothing happens. I try to change them by getting a material that has the Shader and using:
planetMaterial.SetColor("_SurfaceColor", planetTint);
planetMaterial.SetTexture("_SurfaceTexture", planetTexture);
The material changes color and/or texture, but not the shader (I think). The CRT doesn't change at all. So the planet stays the color that was assigned to the SurfaceColor inside ShaderGraph.
It's not my best explaination and it's probably a strange edgecase, but if you have any idea what could cause this, that would be very helpful