Howdy!
We recently updated from 2022.3.62 to 6000.0.62 & urp 17.0.4. We'd like to leverage the new render graph API, but shadowmasked lights seem to be broken.
Looking at a frame in RenderDoc, in the GBuffer pass it looks like the shadowmask buffer is being written to a temp buffer rather than one of the GBuffer targets. (screenshot 1)
If I add a SetGlobalTextureAfterPass call in GBufferPass.hlsl for the gbuffer element corresponding to m_DeferredLights.GBufferShadowMask, I see the output is corrected to _GBuffer6 (screenshot 2)
However, the Render Deferred Lighting/Deferred Shading pass for the relevant light does not show _GBuffer6 as an input, despite DeferredPass.Render calling SetupInputAttachment on the resource correctly, AFAIK.