How come that using the Lit Graphs requires you to abandon or re-implement features that the Lit shaders give you, (such as detail mapping, triplanar UVs, soft particles, flipbook blending, color modes, clear coat) as well as missing the default properties?
Re-implementing them all just to have the shader do one extra thing them feels like a big ramp up in workload, and without the right community resources can be a huge increase in difficulty too. How exactly would you implement detail mapping back into the Lit Graph from the URP or HDRP Lit shader?
There's been a lot of progress with SG catching up to the Lit shaders (nodes like Parallax Mapping and Emission Node), but it seems it'd be a lot more efficient if there always was parity and no need for catch up. I think in an ideal world the Lit shader itself would be a Lit Graph, with each feature as a block to add, remove or rearraign and to make your own in between.
Even without full parity a maintained node template with default properties and nodes ready to go would also be a big help.
