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For a custom shader to be compatible with the SRP Batcher it must meet the following requirements:
The shader must declare all built-in engine properties in a single constant buffer named UnityPerDraw. For example, unity_ObjectToWorld, or unity_SHAr.
The shader must declare all material properties in a single constant buffer named UnityPerMaterial.
https://docs.unity3d.com/Manual/SRPBatcher.html
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