There are a few basic properties that each Shader Graph has that affect the way the resulting Shader is drawn and how it can be used.

Blend Mode
Determines whether or not the Shader should support Opacity, and how it should be handled.
- Opaque - Always full opacity, no support for transparency.
- Masked - No transparency support, but will use dithering with anything in-between 0 and 1.
- Translucent - Full transparency support, allows you to see-through any opacities between 0 and 1.
Shading Model
Determines whether or not the Shader should be affected by lighting.
- Lit - Light will affect the material and can support Emissions, Normals, Roughness, Metalness, and Ambient Occlusion.
- Unlit - The material will output the raw colour to the screen regardless of the lighting in the Scene.
Domain
Determines how/where the shader should be used.
- Surface - Used for any materials that will be used on 3D Objects placed within your scene. Can have a set Shading Model.
- Post Process - Used for post-processing materials that will be applied to the screen. Uses Screen Coordinates instead of Texture Coordinates.